1 #include "player/player-status.h"
2 #include "artifact/fixed-art-types.h"
3 #include "autopick/autopick-reader-writer.h"
4 #include "autopick/autopick.h"
5 #include "cmd-action/cmd-pet.h"
6 #include "cmd-action/cmd-spell.h"
7 #include "cmd-io/cmd-dump.h"
8 #include "cmd-item/cmd-magiceat.h"
9 #include "combat/attack-power-table.h"
10 #include "core/asking-player.h"
11 #include "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/dungeon.h"
17 #include "effect/effect-characteristics.h"
18 #include "floor/cave.h"
19 #include "floor/floor-events.h"
20 #include "floor/floor-leaver.h"
21 #include "floor/floor-save.h"
22 #include "floor/floor-util.h"
23 #include "game-option/birth-options.h"
24 #include "grid/feature.h"
25 #include "inventory/inventory-object.h"
26 #include "inventory/inventory-slot-types.h"
27 #include "io/input-key-acceptor.h"
28 #include "io/write-diary.h"
29 #include "main/sound-definitions-table.h"
30 #include "main/sound-of-music.h"
31 #include "market/arena-info-table.h"
32 #include "mind/mind-force-trainer.h"
33 #include "mind/mind-ninja.h"
34 #include "monster-floor/monster-lite.h"
35 #include "monster-floor/monster-remover.h"
36 #include "monster-race/monster-race-hook.h"
37 #include "monster-race/monster-race.h"
38 #include "monster-race/race-flags1.h"
39 #include "monster-race/race-flags2.h"
40 #include "monster-race/race-flags3.h"
41 #include "monster-race/race-flags7.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/smart-learn-types.h"
46 #include "mutation/mutation-calculator.h"
47 #include "mutation/mutation-flag-types.h"
48 #include "mutation/mutation-investor-remover.h"
49 #include "object-enchant/object-ego.h"
50 #include "object-enchant/special-object-flags.h"
51 #include "object-enchant/tr-types.h"
52 #include "object-enchant/trc-types.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-checker.h"
55 #include "object-hook/hook-weapon.h"
56 #include "object/object-flags.h"
57 #include "object/object-info.h"
58 #include "object/object-mark-types.h"
59 #include "perception/object-perception.h"
60 #include "pet/pet-util.h"
61 #include "player-info/avatar.h"
62 #include "player/attack-defense-types.h"
63 #include "player/digestion-processor.h"
64 #include "player/mimic-info-table.h"
65 #include "player/patron.h"
66 #include "player/player-class.h"
67 #include "player/player-damage.h"
68 #include "player/player-move.h"
69 #include "player/player-personalities-types.h"
70 #include "player/player-personality.h"
71 #include "player/player-race-types.h"
72 #include "player/player-skill.h"
73 #include "player/player-status-flags.h"
74 #include "player/player-status-table.h"
75 #include "player/player-view.h"
76 #include "player/race-info-table.h"
77 #include "player/special-defense-types.h"
78 #include "realm/realm-hex-numbers.h"
79 #include "realm/realm-names-table.h"
80 #include "realm/realm-song-numbers.h"
81 #include "specific-object/bow.h"
82 #include "specific-object/torch.h"
83 #include "spell-realm/spells-hex.h"
84 #include "spell/range-calc.h"
85 #include "spell/spells-describer.h"
86 #include "spell/spells-execution.h"
87 #include "spell/spells-status.h"
88 #include "spell/technic-info-table.h"
89 #include "status/action-setter.h"
90 #include "status/base-status.h"
91 #include "sv-definition/sv-lite-types.h"
92 #include "sv-definition/sv-weapon-types.h"
93 #include "system/angband.h"
94 #include "system/floor-type-definition.h"
95 #include "term/screen-processor.h"
96 #include "util/bit-flags-calculator.h"
97 #include "util/quarks.h"
98 #include "util/string-processor.h"
99 #include "view/display-messages.h"
100 #include "world/world.h"
102 static bool is_martial_arts_mode(player_type *creature_ptr);
104 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr);
105 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr);
106 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr);
107 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr);
108 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr);
109 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr);
110 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr);
111 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr);
112 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr);
113 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr);
114 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr);
115 static s16b calc_num_blow(player_type *creature_ptr, int i);
116 static s16b calc_strength_addition(player_type *creature_ptr);
117 static s16b calc_intelligence_addition(player_type *creature_ptr);
118 static s16b calc_wisdom_addition(player_type *creature_ptr);
119 static s16b calc_dexterity_addition(player_type *creature_ptr);
120 static s16b calc_constitution_addition(player_type *creature_ptr);
121 static s16b calc_charisma_addition(player_type *creature_ptr);
122 static s16b calc_to_magic_chance(player_type *creature_ptr);
123 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
124 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value);
125 static s16b calc_speed(player_type *creature_ptr);
126 static s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot);
127 static void calc_use_status(player_type *creature_ptr, int status);
128 static void calc_top_status(player_type *creature_ptr, int status);
129 static void calc_ind_status(player_type *creature_ptr, int status);
130 static s16b calc_riding_bow_penalty(player_type *creature_ptr);
131 static void put_equipment_warning(player_type *creature_ptr);
133 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
134 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
136 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value);
138 static s16b calc_to_damage_misc(player_type *creature_ptr);
139 static s16b calc_to_hit_misc(player_type *creature_ptr);
141 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
142 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
144 static int get_default_hand(player_type *creature_ptr);
146 /*** Player information ***/
149 * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
154 * @brief プレイヤー用のクリーチャー構造体参照ポインタ / Pointer to the player info
156 player_type *p_ptr = &p_body;
159 * @brief クリーチャーの抽象的善悪アライメントの表記を返す。 / Return alignment title
160 * @param creature_ptr 算出するクリーチャーの参照ポインタ。
161 * @return アライメントの表記を返す。
163 concptr your_alignment(player_type *creature_ptr)
165 if (creature_ptr->align > 150)
166 return _("大善", "Lawful");
167 else if (creature_ptr->align > 50)
168 return _("中善", "Good");
169 else if (creature_ptr->align > 10)
170 return _("小善", "Neutral Good");
171 else if (creature_ptr->align > -11)
172 return _("中立", "Neutral");
173 else if (creature_ptr->align > -51)
174 return _("小悪", "Neutral Evil");
175 else if (creature_ptr->align > -151)
176 return _("中悪", "Evil");
178 return _("大悪", "Chaotic");
182 * @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
183 * @param weapon_exp 経験値
186 int weapon_exp_level(int weapon_exp)
188 if (weapon_exp < WEAPON_EXP_BEGINNER)
189 return EXP_LEVEL_UNSKILLED;
190 else if (weapon_exp < WEAPON_EXP_SKILLED)
191 return EXP_LEVEL_BEGINNER;
192 else if (weapon_exp < WEAPON_EXP_EXPERT)
193 return EXP_LEVEL_SKILLED;
194 else if (weapon_exp < WEAPON_EXP_MASTER)
195 return EXP_LEVEL_EXPERT;
197 return EXP_LEVEL_MASTER;
201 * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
202 * @param weapon_exp 経験値
205 int riding_exp_level(int riding_exp)
207 if (riding_exp < RIDING_EXP_BEGINNER)
208 return EXP_LEVEL_UNSKILLED;
209 else if (riding_exp < RIDING_EXP_SKILLED)
210 return EXP_LEVEL_BEGINNER;
211 else if (riding_exp < RIDING_EXP_EXPERT)
212 return EXP_LEVEL_SKILLED;
213 else if (riding_exp < RIDING_EXP_MASTER)
214 return EXP_LEVEL_EXPERT;
216 return EXP_LEVEL_MASTER;
220 * @brief クリーチャーの呪文レベルの抽象的ランクを返す。 / Return proficiency level of spells
221 * @param spell_exp 経験値
224 int spell_exp_level(int spell_exp)
226 if (spell_exp < SPELL_EXP_BEGINNER)
227 return EXP_LEVEL_UNSKILLED;
228 else if (spell_exp < SPELL_EXP_SKILLED)
229 return EXP_LEVEL_BEGINNER;
230 else if (spell_exp < SPELL_EXP_EXPERT)
231 return EXP_LEVEL_SKILLED;
232 else if (spell_exp < SPELL_EXP_MASTER)
233 return EXP_LEVEL_EXPERT;
235 return EXP_LEVEL_MASTER;
239 * @brief 遅延描画更新 / Delayed visual update
240 * @details update_view(), update_lite(), update_mon_lite() においてのみ更新すること / Only used if update_view(), update_lite() or update_mon_lite() was called
241 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
242 * @todo 将来独自インターフェース実装にはz-term系に追い出すべきか?
245 static void delayed_visual_update(player_type *player_ptr)
247 floor_type *floor_ptr = player_ptr->current_floor_ptr;
248 for (int i = 0; i < floor_ptr->redraw_n; i++) {
249 POSITION y = floor_ptr->redraw_y[i];
250 POSITION x = floor_ptr->redraw_x[i];
252 g_ptr = &floor_ptr->grid_array[y][x];
253 if (!(g_ptr->info & CAVE_REDRAW))
256 if (g_ptr->info & CAVE_NOTE)
257 note_spot(player_ptr, y, x);
259 lite_spot(player_ptr, y, x);
261 update_monster(player_ptr, g_ptr->m_idx, FALSE);
263 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
266 floor_ptr->redraw_n = 0;
270 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
271 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
272 * @return 重すぎるならばTRUE
274 static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
276 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
277 return (hold < o_ptr->weight / 10);
282 * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
285 WEIGHT calc_inventory_weight(player_type *creature_ptr)
290 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
291 o_ptr = &creature_ptr->inventory_list[i];
294 weight += o_ptr->weight * o_ptr->number;
299 * @brief プレイヤーの全ステータスを更新する /
300 * Calculate the players current "state", taking into account
301 * not only race/class intrinsics, but also objects being worn
302 * and temporary spell effects.
306 * See also calc_mana() and calc_hitpoints().
308 * Take note of the new "speed code", in particular, a very strong
309 * player will start slowing down as soon as he reaches 150 pounds,
310 * but not until he reaches 450 pounds will he be half as fast as
311 * a normal kobold. This both hurts and helps the player, hurts
312 * because in the old days a player could just avoid 300 pounds,
313 * and helps because now carrying 300 pounds is not very painful.
315 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
316 * damage, since that would affect non-combat things. These values
317 * are actually added in later, at the appropriate place.
319 * This function induces various "status" messages.
321 * @todo ここで計算していた各値は一部の状態変化メッセージ処理を除き、今後必要な時に適示計算する形に移行するためほぼすべて削られる。
323 void calc_bonuses(player_type *creature_ptr)
325 int empty_hands_status = empty_hands(creature_ptr, TRUE);
328 /* Save the old vision stuff */
329 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
330 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
331 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
332 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
333 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
334 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
335 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
336 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
337 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
338 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
339 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
340 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
341 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
342 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
343 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
344 s16b old_speed = creature_ptr->pspeed;
346 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
347 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
349 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
350 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
351 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
352 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
353 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
354 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
355 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
356 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
357 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
358 creature_ptr->esp_human = has_esp_human(creature_ptr);
359 creature_ptr->esp_good = has_esp_good(creature_ptr);
360 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
361 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
362 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
363 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
364 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
365 creature_ptr->down_saving = has_down_saving(creature_ptr);
366 creature_ptr->yoiyami = has_no_ac(creature_ptr);
367 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
368 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
369 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
370 creature_ptr->warning = has_warning(creature_ptr);
371 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
372 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
373 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
374 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
375 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
376 creature_ptr->see_inv = has_see_inv(creature_ptr);
377 creature_ptr->free_act = has_free_act(creature_ptr);
378 creature_ptr->levitation = has_levitation(creature_ptr);
379 has_can_swim(creature_ptr);
380 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
381 creature_ptr->regenerate = has_regenerate(creature_ptr);
382 has_curses(creature_ptr);
383 creature_ptr->impact = has_impact(creature_ptr);
384 has_extra_blow(creature_ptr);
386 creature_ptr->lite = has_lite(creature_ptr);
388 if (creature_ptr->special_defense & KAMAE_MASK) {
389 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
390 set_action(creature_ptr, ACTION_NONE);
394 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
395 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
396 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
397 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
398 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
399 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
400 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
401 creature_ptr->ac = calc_base_ac(creature_ptr);
402 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
403 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
404 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
406 for (int i = 0; i < A_MAX; i++) {
407 calc_top_status(creature_ptr, i);
408 calc_use_status(creature_ptr, i);
409 calc_ind_status(creature_ptr, i);
412 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
414 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
415 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
416 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
420 for (int i = 0; i < 2; i++) {
421 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
422 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
423 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
424 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
425 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
428 creature_ptr->pspeed = calc_speed(creature_ptr);
429 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
430 creature_ptr->skill_stl = calc_stealth(creature_ptr);
431 creature_ptr->skill_dis = calc_disarming(creature_ptr);
432 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
433 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
434 creature_ptr->skill_srh = calc_search(creature_ptr);
435 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
436 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
437 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
438 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
439 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
440 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
441 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
442 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
443 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
444 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
445 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
446 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
447 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
448 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
449 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
450 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
451 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
453 if (old_mighty_throw != creature_ptr->mighty_throw) {
454 creature_ptr->window |= PW_INVEN;
457 if (creature_ptr->telepathy != old_telepathy) {
458 creature_ptr->update |= (PU_MONSTERS);
461 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
462 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
463 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
464 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
465 creature_ptr->update |= (PU_MONSTERS);
468 if (creature_ptr->see_inv != old_see_inv) {
469 creature_ptr->update |= (PU_MONSTERS);
472 if (creature_ptr->pspeed != old_speed) {
473 creature_ptr->redraw |= (PR_SPEED);
476 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
477 creature_ptr->redraw |= (PR_ARMOR);
478 creature_ptr->window |= (PW_PLAYER);
481 if (current_world_ptr->character_xtra)
484 put_equipment_warning(creature_ptr);
485 check_no_flowed(creature_ptr);
488 static void calc_alignment(player_type *creature_ptr)
490 creature_ptr->align = 0;
491 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
492 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
495 m_ptr = &floor_ptr->m_list[m_idx];
496 if (!monster_is_valid(m_ptr))
498 r_ptr = &r_info[m_ptr->r_idx];
503 if (r_ptr->flags3 & RF3_GOOD)
504 creature_ptr->align += r_ptr->level;
505 if (r_ptr->flags3 & RF3_EVIL)
506 creature_ptr->align -= r_ptr->level;
509 if (creature_ptr->mimic_form) {
510 switch (creature_ptr->mimic_form) {
512 creature_ptr->align -= 200;
514 case MIMIC_DEMON_LORD:
515 creature_ptr->align -= 200;
519 switch (creature_ptr->prace) {
521 creature_ptr->align += 200;
524 creature_ptr->align -= 200;
529 for (int i = 0; i < 2; i++) {
530 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
532 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
534 creature_ptr->align -= 1000;
539 for (int i = 0; i < 8; i++) {
540 switch (creature_ptr->vir_types[i]) {
542 creature_ptr->align += creature_ptr->virtues[i] * 2;
551 creature_ptr->align -= creature_ptr->virtues[i];
554 creature_ptr->align += creature_ptr->virtues[i];
559 for (int i = 0; i < j; i++) {
560 if (creature_ptr->align > 0) {
561 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
562 if (creature_ptr->align < 0)
563 creature_ptr->align = 0;
564 } else if (creature_ptr->align < 0) {
565 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
566 if (creature_ptr->align > 0)
567 creature_ptr->align = 0;
573 * @brief プレイヤーの最大HPを計算する /
574 * Calculate the players (maximal) hit points
575 * Adjust current hitpoints if necessary
579 static void calc_hitpoints(player_type *creature_ptr)
581 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
582 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
585 if (creature_ptr->mimic_form) {
586 if (creature_ptr->pclass == CLASS_SORCERER)
587 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
589 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
590 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
593 if (creature_ptr->pclass == CLASS_SORCERER) {
594 if (creature_ptr->lev < 30)
595 mhp = (mhp * (45 + creature_ptr->lev) / 100);
597 mhp = (mhp * 75 / 100);
598 bonus = (bonus * 65 / 100);
603 if (creature_ptr->pclass == CLASS_BERSERKER) {
604 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
607 if (mhp < creature_ptr->lev + 1)
608 mhp = creature_ptr->lev + 1;
609 if (is_hero(creature_ptr))
611 if (is_shero(creature_ptr))
613 if (creature_ptr->tsuyoshi)
615 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
617 if (hex_spelling(creature_ptr, HEX_BUILDING))
619 if (creature_ptr->mhp == mhp)
622 if (creature_ptr->chp >= mhp) {
623 creature_ptr->chp = mhp;
624 creature_ptr->chp_frac = 0;
628 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
629 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
632 creature_ptr->mhp = mhp;
634 creature_ptr->redraw |= PR_HP;
635 creature_ptr->window |= PW_PLAYER;
639 * @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。 /
640 * Calculate number of spells player should have, and forget,
641 * or remember, spells until that number is properly reflected.
644 * Note that this function induces various "status" messages,
645 * which must be bypasses until the character is created.
647 static void calc_spells(player_type *creature_ptr)
649 if (!mp_ptr->spell_book)
651 if (!current_world_ptr->character_generated)
653 if (current_world_ptr->character_xtra)
655 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
656 creature_ptr->new_spells = 0;
660 concptr p = spell_category_name(mp_ptr->spell_book);
661 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
665 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
667 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
671 if (creature_ptr->pclass == CLASS_SAMURAI) {
673 } else if (creature_ptr->realm2 == REALM_NONE) {
674 num_allowed = (num_allowed + 1) / 2;
675 if (num_allowed > (32 + bonus))
676 num_allowed = 32 + bonus;
677 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
678 if (num_allowed > (96 + bonus))
679 num_allowed = 96 + bonus;
681 if (num_allowed > (80 + bonus))
682 num_allowed = 80 + bonus;
685 int num_boukyaku = 0;
686 for (int j = 0; j < 64; j++) {
687 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
692 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
693 for (int i = 63; i >= 0; i--) {
694 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
697 int j = creature_ptr->spell_order[i];
701 const magic_type *s_ptr;
702 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
704 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
706 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
708 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
710 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
712 if (s_ptr->slevel <= creature_ptr->lev)
715 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
716 if (!is_spell_learned)
721 creature_ptr->spell_forgotten1 |= (1L << j);
722 which = creature_ptr->realm1;
724 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
725 which = creature_ptr->realm2;
729 creature_ptr->spell_learned1 &= ~(1L << j);
730 which = creature_ptr->realm1;
732 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
733 which = creature_ptr->realm2;
737 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
739 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
741 creature_ptr->new_spells++;
744 /* Forget spells if we know too many spells */
745 for (int i = 63; i >= 0; i--) {
746 if (creature_ptr->new_spells >= 0)
748 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
751 int j = creature_ptr->spell_order[i];
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 /* Check for spells to remember */
785 for (int i = 0; i < 64; i++) {
786 if (creature_ptr->new_spells <= 0)
788 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
790 int j = creature_ptr->spell_order[i];
794 const magic_type *s_ptr;
795 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
797 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
799 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
801 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
803 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
805 if (s_ptr->slevel > creature_ptr->lev)
808 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
809 if (!is_spell_learned)
814 creature_ptr->spell_forgotten1 &= ~(1L << j);
815 which = creature_ptr->realm1;
817 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
818 which = creature_ptr->realm2;
822 creature_ptr->spell_learned1 |= (1L << j);
823 which = creature_ptr->realm1;
825 creature_ptr->spell_learned2 |= (1L << (j - 32));
826 which = creature_ptr->realm2;
830 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
832 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
834 creature_ptr->new_spells--;
837 if (creature_ptr->realm2 == REALM_NONE) {
839 for (int j = 0; j < 32; j++) {
840 const magic_type *s_ptr;
841 if (!is_magic(creature_ptr->realm1))
842 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
844 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
846 if (s_ptr->slevel > creature_ptr->lev)
849 if (creature_ptr->spell_learned1 & (1L << j)) {
858 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
859 creature_ptr->new_spells = (s16b)k;
863 if (creature_ptr->new_spells < 0)
864 creature_ptr->new_spells = 0;
866 if (creature_ptr->old_spells == creature_ptr->new_spells)
869 if (creature_ptr->new_spells) {
871 if (creature_ptr->new_spells < 10) {
872 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
874 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
877 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
881 creature_ptr->old_spells = creature_ptr->new_spells;
882 creature_ptr->redraw |= PR_STUDY;
883 creature_ptr->window |= PW_OBJECT;
887 * @brief プレイヤーの最大MPを計算する /
888 * Calculate maximum mana. You do not need to know any spells.
889 * Note that mana is lowered by heavy (or inappropriate) armor.
892 * This function induces status messages.
894 static void calc_mana(player_type *creature_ptr)
896 if (!mp_ptr->spell_book)
900 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
901 levels = creature_ptr->lev;
903 if (mp_ptr->spell_first > creature_ptr->lev) {
904 creature_ptr->msp = 0;
905 creature_ptr->redraw |= (PR_MANA);
909 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
913 if (creature_ptr->pclass == CLASS_SAMURAI) {
914 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
916 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
918 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
922 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
923 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
925 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
927 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
928 msp += msp * (25 + creature_ptr->lev) / 100;
931 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
932 BIT_FLAGS flgs[TR_FLAG_SIZE];
933 creature_ptr->cumber_glove = FALSE;
935 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
936 object_flags(creature_ptr, o_ptr, flgs);
937 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
938 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
939 creature_ptr->cumber_glove = TRUE;
944 creature_ptr->cumber_armor = FALSE;
947 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
948 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
949 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
950 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
951 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
952 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
953 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
954 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
955 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
957 switch (creature_ptr->pclass) {
959 case CLASS_HIGH_MAGE:
960 case CLASS_BLUE_MAGE:
962 case CLASS_FORCETRAINER:
963 case CLASS_SORCERER: {
964 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
965 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
966 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
967 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
972 case CLASS_TOURIST: {
973 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
974 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
975 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
976 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
979 case CLASS_MINDCRAFTER:
980 case CLASS_BEASTMASTER:
981 case CLASS_MIRROR_MASTER: {
982 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
983 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
984 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
985 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
991 case CLASS_WARRIOR_MAGE: {
992 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
993 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
994 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
995 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
999 case CLASS_CHAOS_WARRIOR: {
1000 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1001 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1002 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1003 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1011 int max_wgt = mp_ptr->spell_weight;
1012 if ((cur_wgt - max_wgt) > 0) {
1013 creature_ptr->cumber_armor = TRUE;
1014 switch (creature_ptr->pclass) {
1016 case CLASS_HIGH_MAGE:
1017 case CLASS_BLUE_MAGE: {
1018 msp -= msp * (cur_wgt - max_wgt) / 600;
1022 case CLASS_MINDCRAFTER:
1023 case CLASS_BEASTMASTER:
1025 case CLASS_FORCETRAINER:
1027 case CLASS_MIRROR_MASTER: {
1028 msp -= msp * (cur_wgt - max_wgt) / 800;
1031 case CLASS_SORCERER: {
1032 msp -= msp * (cur_wgt - max_wgt) / 900;
1038 case CLASS_RED_MAGE: {
1039 msp -= msp * (cur_wgt - max_wgt) / 1000;
1043 case CLASS_CHAOS_WARRIOR:
1044 case CLASS_WARRIOR_MAGE: {
1045 msp -= msp * (cur_wgt - max_wgt) / 1200;
1048 case CLASS_SAMURAI: {
1049 creature_ptr->cumber_armor = FALSE;
1053 msp -= msp * (cur_wgt - max_wgt) / 800;
1062 if (creature_ptr->msp != msp) {
1063 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1064 creature_ptr->csp = msp;
1065 creature_ptr->csp_frac = 0;
1069 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1070 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1073 creature_ptr->msp = msp;
1074 creature_ptr->redraw |= (PR_MANA);
1075 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1078 if (current_world_ptr->character_xtra)
1081 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1082 if (creature_ptr->cumber_glove)
1083 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."));
1085 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."));
1087 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1090 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1093 if (creature_ptr->cumber_armor)
1094 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."));
1096 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."));
1098 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1102 * @brief 装備中の射撃武器の威力倍率を返す /
1103 * calcurate the fire rate of target object
1104 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1105 * @return 射撃倍率の値(100で1.00倍)
1107 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1109 int extra_shots = 0;
1110 BIT_FLAGS flgs[TR_FLAG_SIZE];
1112 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1114 q_ptr = &creature_ptr->inventory_list[i];
1121 object_flags(creature_ptr, q_ptr, flgs);
1122 if (has_flag(flgs, TR_XTRA_SHOTS))
1126 object_flags(creature_ptr, o_ptr, flgs);
1127 if (has_flag(flgs, TR_XTRA_SHOTS))
1131 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1135 num += (extra_shots * 100);
1137 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1138 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1139 num += (creature_ptr->lev * 4);
1142 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1143 num += (creature_ptr->lev * 3);
1146 if (creature_ptr->pclass == CLASS_ARCHER) {
1147 if (tval_ammo == TV_ARROW)
1148 num += ((creature_ptr->lev * 5) + 50);
1149 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1150 num += (creature_ptr->lev * 4);
1153 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1154 num += (creature_ptr->lev * 2);
1157 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1158 num += (creature_ptr->lev * 4);
1166 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1170 * * 変異MUT3_INFRAVISによる加算(+3)
1171 * * 魔法効果tim_infraによる加算(+3)
1172 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1174 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1176 ACTION_SKILL_POWER pow;
1177 const player_race *tmp_rp_ptr;
1179 if (creature_ptr->mimic_form)
1180 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1182 tmp_rp_ptr = &race_info[creature_ptr->prace];
1184 pow = tmp_rp_ptr->infra;
1186 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1190 if (creature_ptr->tim_infra) {
1194 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1196 BIT_FLAGS flgs[TR_FLAG_SIZE];
1197 o_ptr = &creature_ptr->inventory_list[i];
1200 object_flags(creature_ptr, o_ptr, flgs);
1201 if (has_flag(flgs, TR_INFRA))
1210 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1216 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1217 * * 変異MUT3_XTRA_NOISで減算(-3)
1218 * * 変異MUT3_MOTIONで加算(+1)
1219 * * 呪術を唱えていると減算(-(詠唱数+1))
1220 * * 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)
1222 * * 忍者がheavy_armorならば減算(-レベル/10)
1223 * * 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)
1227 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1229 ACTION_SKILL_POWER pow;
1230 const player_race *tmp_rp_ptr;
1232 if (creature_ptr->mimic_form)
1233 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1235 tmp_rp_ptr = &race_info[creature_ptr->prace];
1236 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1237 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1239 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1240 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1242 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1244 BIT_FLAGS flgs[TR_FLAG_SIZE];
1245 o_ptr = &creature_ptr->inventory_list[i];
1248 object_flags(creature_ptr, o_ptr, flgs);
1249 if (has_flag(flgs, TR_STEALTH))
1253 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1256 if (creature_ptr->muta3 & MUT3_MOTION) {
1259 if (creature_ptr->realm1 == REALM_HEX) {
1260 if (hex_spelling_any(creature_ptr))
1261 pow -= (1 + casting_hex_num(creature_ptr));
1263 if (player_aggravate_state(creature_ptr) == AGGRAVATE_S_FAIRY) {
1264 pow = MIN(pow - 3, (pow + 2) / 2);
1267 if (is_shero(creature_ptr)) {
1271 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1272 pow -= (creature_ptr->lev) / 10;
1273 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1274 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1275 pow += (creature_ptr->lev) / 10;
1278 if (is_time_limit_stealth(creature_ptr))
1291 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1295 * * 職業と性格とレベルによる追加加算
1296 * * 器用さに応じたadj_dex_disテーブルによる加算
1297 * * 知力に応じたadj_int_disテーブルによる加算
1299 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1301 ACTION_SKILL_POWER pow;
1302 const player_race *tmp_rp_ptr;
1304 if (creature_ptr->mimic_form)
1305 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1307 tmp_rp_ptr = &race_info[creature_ptr->prace];
1308 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1309 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1311 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1312 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1313 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1314 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1320 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1324 * * 職業と性格とレベルによる追加加算
1325 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1326 * * 知力に応じたadj_int_devテーブルによる加算
1329 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1331 ACTION_SKILL_POWER pow;
1332 const player_race *tmp_rp_ptr;
1334 if (creature_ptr->mimic_form)
1335 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1337 tmp_rp_ptr = &race_info[creature_ptr->prace];
1338 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1339 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1341 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1342 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1344 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1346 BIT_FLAGS flgs[TR_FLAG_SIZE];
1347 o_ptr = &creature_ptr->inventory_list[i];
1350 object_flags(creature_ptr, o_ptr, flgs);
1351 if (has_flag(flgs, TR_MAGIC_MASTERY))
1352 pow += 8 * o_ptr->pval;
1355 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1357 if (is_shero(creature_ptr)) {
1365 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1369 * * 職業と性格とレベルによる追加加算
1370 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1371 * * 賢さによるadj_wis_savテーブル加算
1373 * * 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)
1374 * * クターのつぶれ状態なら(10に上書き)
1375 * * 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)
1376 * * 呪いのdown_savingがかかっているなら半減
1378 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1380 ACTION_SKILL_POWER pow;
1381 const player_race *tmp_rp_ptr;
1383 if (creature_ptr->mimic_form)
1384 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1386 tmp_rp_ptr = &race_info[creature_ptr->prace];
1387 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1388 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1390 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1391 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1393 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1394 pow += (15 + (creature_ptr->lev / 5));
1396 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1398 if (is_shero(creature_ptr))
1401 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1402 pow = 90 + creature_ptr->lev;
1404 if (creature_ptr->tsubureru)
1407 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1408 pow = 95 + creature_ptr->lev;
1410 if (creature_ptr->down_saving)
1418 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1423 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1425 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1427 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1429 ACTION_SKILL_POWER pow;
1430 const player_race *tmp_rp_ptr;
1432 if (creature_ptr->mimic_form)
1433 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1435 tmp_rp_ptr = &race_info[creature_ptr->prace];
1436 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1437 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1439 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1440 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1442 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1444 BIT_FLAGS flgs[TR_FLAG_SIZE];
1445 o_ptr = &creature_ptr->inventory_list[i];
1448 object_flags(creature_ptr, o_ptr, flgs);
1449 if (has_flag(flgs, TR_SEARCH))
1450 pow += (o_ptr->pval * 5);
1453 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1457 if (is_shero(creature_ptr)) {
1466 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1471 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1473 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1475 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1477 ACTION_SKILL_POWER pow;
1478 const player_race *tmp_rp_ptr;
1480 if (creature_ptr->mimic_form)
1481 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1483 tmp_rp_ptr = &race_info[creature_ptr->prace];
1484 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1485 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1487 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1488 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1490 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1492 BIT_FLAGS flgs[TR_FLAG_SIZE];
1493 o_ptr = &creature_ptr->inventory_list[i];
1496 object_flags(creature_ptr, o_ptr, flgs);
1497 if (has_flag(flgs, TR_SEARCH))
1498 pow += (o_ptr->pval * 5);
1501 if (is_shero(creature_ptr)) {
1505 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1514 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1517 * * 種族/職業/性格による加算とレベルによる追加加算
1519 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1521 ACTION_SKILL_POWER pow;
1522 const player_race *tmp_rp_ptr;
1523 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1524 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1526 if (creature_ptr->mimic_form)
1527 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1529 tmp_rp_ptr = &race_info[creature_ptr->prace];
1531 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1532 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1538 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1541 * * 種族/職業/性格による加算とレベルによる追加加算
1543 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1545 ACTION_SKILL_POWER pow;
1546 const player_race *tmp_rp_ptr;
1547 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1548 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1550 if (creature_ptr->mimic_form)
1551 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1553 tmp_rp_ptr = &race_info[creature_ptr->prace];
1555 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1556 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1562 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1565 * * 種族/職業/性格による加算とレベルによる追加加算
1568 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1570 ACTION_SKILL_POWER pow;
1571 const player_race *tmp_rp_ptr;
1572 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1573 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1575 if (creature_ptr->mimic_form)
1576 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1578 tmp_rp_ptr = &race_info[creature_ptr->prace];
1580 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1581 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1583 if (is_shero(creature_ptr)) {
1592 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1603 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1606 BIT_FLAGS flgs[TR_FLAG_SIZE];
1608 ACTION_SKILL_POWER pow;
1612 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1613 pow += creature_ptr->lev * 10;
1616 if (is_shero(creature_ptr))
1619 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1621 if (creature_ptr->pclass == CLASS_BERSERKER)
1622 pow += (100 + creature_ptr->lev * 8);
1624 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1625 o_ptr = &creature_ptr->inventory_list[i];
1628 object_flags(creature_ptr, o_ptr, flgs);
1629 if (has_flag(flgs, TR_TUNNEL))
1630 pow += (o_ptr->pval * 20);
1633 for (int i = 0; i < 2; i++) {
1634 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1635 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1636 pow += (o_ptr->weight / 10);
1640 if (is_shero(creature_ptr)) {
1650 static bool is_martial_arts_mode(player_type *creature_ptr)
1652 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1653 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1656 static s16b calc_num_blow(player_type *creature_ptr, int i)
1659 BIT_FLAGS flgs[TR_FLAG_SIZE];
1662 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1663 object_flags(creature_ptr, o_ptr, flgs);
1664 creature_ptr->heavy_wield[i] = FALSE;
1665 if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1666 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1667 creature_ptr->heavy_wield[i] = TRUE;
1670 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1671 int str_index, dex_index;
1672 int num = 0, wgt = 0, mul = 0, div = 0;
1674 num = class_info[creature_ptr->pclass].num;
1675 wgt = class_info[creature_ptr->pclass].wgt;
1676 mul = class_info[creature_ptr->pclass].mul;
1678 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1684 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1690 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1691 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1693 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1695 if (creature_ptr->pclass == CLASS_NINJA)
1696 str_index = MAX(0, str_index - 1);
1700 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1704 num_blow = blows_table[str_index][dex_index];
1706 num_blow = (s16b)num;
1708 num_blow += (s16b)creature_ptr->extra_blows[i];
1709 if (creature_ptr->pclass == CLASS_WARRIOR)
1710 num_blow += (creature_ptr->lev / 40);
1711 else if (creature_ptr->pclass == CLASS_BERSERKER)
1712 num_blow += (creature_ptr->lev / 23);
1713 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1716 if (creature_ptr->special_defense & KATA_FUUJIN)
1719 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1729 /* Different calculation for monks with empty hands */
1730 if (is_martial_arts_mode(creature_ptr)) {
1731 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1734 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1744 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1745 if (current_ki != i) {
1746 creature_ptr->to_d[i] += current_ki / 5;
1747 creature_ptr->dis_to_d[i] += current_ki / 5;
1766 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1769 if (creature_ptr->special_defense & KAMAE_GENBU) {
1770 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1771 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1773 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1777 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1778 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1779 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1781 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1782 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1786 num_blow += 1 + creature_ptr->extra_blows[0];
1789 if (has_not_ninja_weapon(creature_ptr, i)) {
1800 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1804 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1805 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1811 * * 変異MUT3_HYPER_STRで加算(+4)
1812 * * 変異MUT3_PUNYで減算(-4)
1813 * * ネオ・つよしスペシャル中で加算(+4)
1815 static s16b calc_strength_addition(player_type *creature_ptr)
1818 const player_race *tmp_rp_ptr;
1819 if (creature_ptr->mimic_form)
1820 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1822 tmp_rp_ptr = &race_info[creature_ptr->prace];
1823 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1824 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1825 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1827 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1828 if (creature_ptr->lev > 25)
1830 if (creature_ptr->lev > 40)
1832 if (creature_ptr->lev > 45)
1836 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1838 BIT_FLAGS flgs[TR_FLAG_SIZE];
1839 o_ptr = &creature_ptr->inventory_list[i];
1842 object_flags(creature_ptr, o_ptr, flgs);
1843 if (has_flag(flgs, TR_STR)) {
1848 if (creature_ptr->realm1 == REALM_HEX) {
1849 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1852 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1857 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1861 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1863 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1867 if (creature_ptr->muta3) {
1869 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1873 if (creature_ptr->muta3 & MUT3_PUNY) {
1878 if (creature_ptr->tsuyoshi) {
1886 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1890 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1896 * * 変異MUT3_HYPER_INTで加算(+4)
1897 * * 変異MUT3_MORONICで減算(-4)
1899 s16b calc_intelligence_addition(player_type *creature_ptr)
1902 const player_race *tmp_rp_ptr;
1903 if (creature_ptr->mimic_form)
1904 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1906 tmp_rp_ptr = &race_info[creature_ptr->prace];
1907 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1908 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1909 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1911 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1913 BIT_FLAGS flgs[TR_FLAG_SIZE];
1914 o_ptr = &creature_ptr->inventory_list[i];
1917 object_flags(creature_ptr, o_ptr, flgs);
1918 if (has_flag(flgs, TR_INT)) {
1923 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1927 if (creature_ptr->special_defense & KAMAE_GENBU) {
1929 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1933 if (creature_ptr->muta3) {
1934 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1938 if (creature_ptr->muta3 & MUT3_MORONIC) {
1948 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1952 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1958 * * 変異MUT3_HYPER_INTで加算(+4)
1959 * * 変異MUT3_MORONICで減算(-4)
1961 static s16b calc_wisdom_addition(player_type *creature_ptr)
1964 const player_race *tmp_rp_ptr;
1965 if (creature_ptr->mimic_form)
1966 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1968 tmp_rp_ptr = &race_info[creature_ptr->prace];
1969 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1970 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1971 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1973 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1975 BIT_FLAGS flgs[TR_FLAG_SIZE];
1976 o_ptr = &creature_ptr->inventory_list[i];
1979 object_flags(creature_ptr, o_ptr, flgs);
1980 if (has_flag(flgs, TR_WIS)) {
1985 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1989 if (creature_ptr->special_defense & KAMAE_GENBU) {
1991 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1995 if (creature_ptr->muta3) {
1997 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2001 if (creature_ptr->muta3 & MUT3_MORONIC) {
2011 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2015 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2016 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2022 * * 変異MUT3_IRON_SKINで減算(-1)
2023 * * 変異MUT3_LIMBERで加算(+3)
2024 * * 変異MUT3_ARTHRITISで減算(-3)
2026 static s16b calc_dexterity_addition(player_type *creature_ptr)
2029 const player_race *tmp_rp_ptr;
2030 if (creature_ptr->mimic_form)
2031 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2033 tmp_rp_ptr = &race_info[creature_ptr->prace];
2034 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2035 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2036 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2038 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2039 if (creature_ptr->lev > 25)
2041 if (creature_ptr->lev > 40)
2043 if (creature_ptr->lev > 45)
2047 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2049 BIT_FLAGS flgs[TR_FLAG_SIZE];
2050 o_ptr = &creature_ptr->inventory_list[i];
2053 object_flags(creature_ptr, o_ptr, flgs);
2054 if (has_flag(flgs, TR_DEX)) {
2059 if (creature_ptr->realm1 == REALM_HEX) {
2060 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2065 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2069 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2071 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2073 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2077 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2081 if (creature_ptr->muta3 & MUT3_LIMBER) {
2085 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2094 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2098 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2099 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2105 * * 変異MUT3_RESILIENTで加算(+4)
2106 * * 変異MUT3_ALBINOで減算(-4)
2107 * * 変異MUT3_XTRA_FATで加算(+2)
2108 * * 変異MUT3_FLESH_ROTで減算(-2)
2109 * * ネオ・つよしスペシャル中で加算(+4)
2111 static s16b calc_constitution_addition(player_type *creature_ptr)
2114 const player_race *tmp_rp_ptr;
2115 if (creature_ptr->mimic_form)
2116 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2118 tmp_rp_ptr = &race_info[creature_ptr->prace];
2119 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2120 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2121 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2123 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2124 if (creature_ptr->lev > 25)
2126 if (creature_ptr->lev > 40)
2128 if (creature_ptr->lev > 45)
2132 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2134 BIT_FLAGS flgs[TR_FLAG_SIZE];
2135 o_ptr = &creature_ptr->inventory_list[i];
2138 object_flags(creature_ptr, o_ptr, flgs);
2139 if (has_flag(flgs, TR_CON))
2143 if (creature_ptr->realm1 == REALM_HEX) {
2144 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2149 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2153 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2155 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2157 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2161 if (creature_ptr->muta3) {
2162 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2166 if (creature_ptr->muta3 & MUT3_ALBINO) {
2170 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2174 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2179 if (creature_ptr->tsuyoshi) {
2188 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2192 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2195 * * 変異MUT3_FLESH_ROTで減算(-1)
2196 * * 変異MUT3_SILLY_VOIで減算(-4)
2197 * * 変異MUT3_BLANK_FACで減算(-1)
2198 * * 変異MUT3_WART_SKINで減算(-2)
2199 * * 変異MUT3_SCALESで減算(-1)
2200 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2202 static s16b calc_charisma_addition(player_type *creature_ptr)
2205 const player_race *tmp_rp_ptr;
2206 if (creature_ptr->mimic_form)
2207 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2209 tmp_rp_ptr = &race_info[creature_ptr->prace];
2210 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2211 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2212 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2214 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2216 BIT_FLAGS flgs[TR_FLAG_SIZE];
2217 o_ptr = &creature_ptr->inventory_list[i];
2220 object_flags(creature_ptr, o_ptr, flgs);
2221 if (has_flag(flgs, TR_CHR))
2225 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2229 if (creature_ptr->muta3) {
2230 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2233 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2236 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2239 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2242 if (creature_ptr->muta3 & MUT3_SCALES) {
2245 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2255 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2258 * * 性格なまけものなら加算(+10)
2260 * * 性格ちからじまんとがまんづよいなら加算(+1)
2261 * * 性格チャージマンなら加算(+5)
2262 * * 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)
2264 static s16b calc_to_magic_chance(player_type *creature_ptr)
2268 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2270 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2272 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2274 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2277 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2279 BIT_FLAGS flgs[TR_FLAG_SIZE];
2280 o_ptr = &creature_ptr->inventory_list[i];
2283 object_flags(creature_ptr, o_ptr, flgs);
2284 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2285 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2295 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2297 ARMOUR_CLASS ac = 0;
2298 if (creature_ptr->yoiyami)
2301 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2303 o_ptr = &creature_ptr->inventory_list[i];
2309 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2310 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2311 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2317 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2319 ARMOUR_CLASS ac = 0;
2320 if (creature_ptr->yoiyami)
2323 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2325 if (creature_ptr->mimic_form) {
2326 switch (creature_ptr->mimic_form) {
2330 case MIMIC_DEMON_LORD:
2338 if (creature_ptr->pclass == CLASS_BERSERKER) {
2339 ac += 10 + creature_ptr->lev / 2;
2341 if (creature_ptr->pclass == CLASS_SORCERER) {
2345 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2347 o_ptr = &creature_ptr->inventory_list[i];
2350 if (is_true_value || object_is_known(o_ptr))
2353 if (o_ptr->curse_flags & TRC_LOW_AC) {
2354 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2355 if (is_true_value || object_is_fully_known(o_ptr))
2358 if (is_true_value || object_is_fully_known(o_ptr))
2363 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2368 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2369 ac += 10 + (creature_ptr->lev * 2 / 5);
2372 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2376 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2380 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2384 if (creature_ptr->muta3 & MUT3_SCALES) {
2388 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2392 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2393 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2394 ac += (creature_ptr->lev * 3) / 2;
2396 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2397 ac += ((creature_ptr->lev - 13) / 3);
2399 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2400 ac += ((creature_ptr->lev - 8) / 3);
2402 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2403 ac += (creature_ptr->lev - 2) / 3;
2405 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2406 ac += (creature_ptr->lev / 2);
2408 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2409 ac += (creature_ptr->lev / 3);
2413 if (creature_ptr->realm1 == REALM_HEX) {
2414 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2418 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2419 object_type *o_ptr = &creature_ptr->inventory_list[i];
2422 if (!object_is_armour(creature_ptr, o_ptr))
2424 if (!object_is_cursed(o_ptr))
2426 if (o_ptr->curse_flags & TRC_CURSED)
2428 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2430 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2435 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2437 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2439 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2443 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2445 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2449 if (is_blessed(creature_ptr)) {
2453 if (is_shero(creature_ptr)) {
2457 if (creature_ptr->pclass == CLASS_NINJA) {
2458 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2459 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2460 ac += creature_ptr->lev / 2 + 5;
2469 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2474 * ** クラッコンと妖精に加算(+レベル/10)
2475 * ** 悪魔変化/吸血鬼変化で加算(+3)
2477 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2478 * ** 忍者の装備が重ければ減算(-レベル/10)
2479 * ** 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)
2480 * ** 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)
2481 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2482 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2485 * ** 呪術「衝撃のクローク」で加算(+3)
2488 * ** 変異MUT3_XTRA_FATなら減算(-2)
2489 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2490 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2491 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2492 * ** そうでなく浮遊を持っていないなら減算(-2)
2493 * ** 棘セット装備中ならば加算(+7)
2494 * * 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
2496 * * 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
2499 static s16b calc_speed(player_type *creature_ptr)
2501 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2502 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2506 int j = calc_inventory_weight(creature_ptr);
2509 if (!creature_ptr->riding) {
2510 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2511 pow += (creature_ptr->lev) / 10;
2513 if (creature_ptr->mimic_form) {
2514 switch (creature_ptr->mimic_form) {
2518 case MIMIC_DEMON_LORD:
2527 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2528 object_type *o_ptr = &creature_ptr->inventory_list[i];
2529 BIT_FLAGS flgs[TR_FLAG_SIZE];
2530 object_flags(creature_ptr, o_ptr, flgs);
2534 if (has_flag(flgs, TR_SPEED))
2538 if (creature_ptr->pclass == CLASS_NINJA) {
2539 if (heavy_armor(creature_ptr)) {
2540 pow -= (creature_ptr->lev) / 10;
2541 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2542 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2544 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2545 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2546 pow += (creature_ptr->lev) / 10;
2550 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2551 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2552 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2553 pow += (creature_ptr->lev) / 10;
2556 if (creature_ptr->pclass == CLASS_BERSERKER) {
2558 if (creature_ptr->lev > 29)
2560 if (creature_ptr->lev > 39)
2562 if (creature_ptr->lev > 44)
2564 if (creature_ptr->lev > 49)
2568 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2569 pow += (creature_ptr->lev) / 10 + 5;
2572 if (is_fast(creature_ptr)) {
2576 if (creature_ptr->slow) {
2580 if (creature_ptr->realm1 == REALM_HEX) {
2581 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2586 if (creature_ptr->food >= PY_FOOD_MAX)
2589 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2592 if (creature_ptr->muta3) {
2594 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2598 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2602 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2607 if (creature_ptr->prace == RACE_MERFOLK) {
2608 if (has_flag(f_ptr->flags, FF_WATER)) {
2609 pow += (2 + creature_ptr->lev / 10);
2610 } else if (!creature_ptr->levitation) {
2615 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2616 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2621 count = (int)calc_weight_limit(creature_ptr);
2623 pow -= ((j - count) / (count / 5));
2626 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2627 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2628 SPEED speed = riding_m_ptr->mspeed;
2630 if (riding_m_ptr->mspeed > 110) {
2631 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2638 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2640 if (monster_fast_remaining(riding_m_ptr))
2642 if (monster_slow_remaining(riding_m_ptr))
2645 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2646 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2648 count = 1500 + riding_r_ptr->level * 25;
2650 pow -= ((j - count) / (count / 5));
2653 if (creature_ptr->action == ACTION_SEARCH)
2656 /* Maximum speed is (+99). (internally it's 110 + 99) */
2657 /* Temporary lightspeed forces to be maximum speed */
2658 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2662 /* Minimum speed is (-99). (internally it's 110 - 99) */
2670 * @brief 二刀流ペナルティ量計算
2671 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2672 * @param slot ペナルティ量を計算する武器スロット
2678 * * マンゴーシュ/脇差を左に装備した場合の軽減
2682 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2685 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2686 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2687 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2688 penalty = penalty / 2 - 5;
2690 if (creature_ptr->easy_2weapon) {
2693 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2694 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2695 penalty = MAX(0, penalty - 10);
2697 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2698 penalty = MIN(0, penalty);
2700 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2702 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2706 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2709 return (s16b)penalty;
2712 static void calc_ind_status(player_type *creature_ptr, int status)
2715 if (creature_ptr->stat_use[status] <= 18)
2716 ind = (creature_ptr->stat_use[status] - 3);
2717 else if (creature_ptr->stat_use[status] <= 18 + 219)
2718 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2722 if (creature_ptr->stat_ind[status] == ind)
2725 creature_ptr->stat_ind[status] = (s16b)ind;
2726 if (status == A_CON) {
2727 creature_ptr->update |= (PU_HP);
2728 } else if (status == A_INT) {
2729 if (mp_ptr->spell_stat == A_INT) {
2730 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2732 } else if (status == A_WIS) {
2733 if (mp_ptr->spell_stat == A_WIS) {
2734 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2736 } else if (status == A_CHR) {
2737 if (mp_ptr->spell_stat == A_CHR) {
2738 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2742 creature_ptr->window |= (PW_PLAYER);
2745 static void calc_use_status(player_type *creature_ptr, int status)
2747 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2749 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2750 /* 10 to 18/90 charisma, guaranteed, based on level */
2751 if (use < 8 + 2 * creature_ptr->lev) {
2752 use = 8 + 2 * creature_ptr->lev;
2756 if (creature_ptr->stat_use[status] != use) {
2757 creature_ptr->stat_use[status] = (s16b)use;
2758 creature_ptr->redraw |= (PR_STATS);
2759 creature_ptr->window |= (PW_PLAYER);
2763 static void calc_top_status(player_type *creature_ptr, int status)
2765 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2767 if (creature_ptr->stat_top[status] != top) {
2768 creature_ptr->stat_top[status] = (s16b)top;
2769 creature_ptr->redraw |= (PR_STATS);
2770 creature_ptr->window |= (PW_PLAYER);
2774 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2776 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2777 if (!creature_ptr->riding)
2782 creature_ptr->riding_ryoute = FALSE;
2784 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2785 creature_ptr->riding_ryoute = TRUE;
2786 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2787 switch (creature_ptr->pclass) {
2789 case CLASS_FORCETRAINER:
2790 case CLASS_BERSERKER:
2791 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2792 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2793 creature_ptr->riding_ryoute = TRUE;
2798 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2799 if (creature_ptr->tval_ammo != TV_ARROW)
2802 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2808 if (creature_ptr->tval_ammo == TV_BOLT)
2814 void put_equipment_warning(player_type *creature_ptr)
2816 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2817 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2819 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."));
2820 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2821 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."));
2823 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."));
2825 creature_ptr->old_heavy_shoot = heavy_shoot;
2828 for (int i = 0; i < 2; i++) {
2829 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2830 if (creature_ptr->heavy_wield[i]) {
2831 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."));
2832 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2833 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2834 } else if (creature_ptr->heavy_wield[1 - i]) {
2835 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2837 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."));
2840 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2843 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2844 if (creature_ptr->riding_wield[i]) {
2845 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."));
2846 } else if (!creature_ptr->riding) {
2847 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2848 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2849 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2852 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2855 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2858 if (creature_ptr->icky_wield[i]) {
2859 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."));
2860 if (current_world_ptr->is_loading_now) {
2861 chg_virtue(creature_ptr, V_FAITH, -1);
2863 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2864 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."));
2866 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."));
2869 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2872 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2873 if (creature_ptr->riding_ryoute) {
2875 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" : "");
2877 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2881 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" : "");
2883 msg_print("You began to control the pet you're riding with one hand.");
2887 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2890 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2891 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2892 if (heavy_armor(creature_ptr)) {
2893 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."));
2894 if (current_world_ptr->is_loading_now) {
2895 chg_virtue(creature_ptr, V_HARMONY, -1);
2898 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2901 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2905 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2907 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2908 int id = slot - INVEN_RARM;
2909 BIT_FLAGS flgs[TR_FLAG_SIZE];
2910 object_flags(creature_ptr, o_ptr, flgs);
2913 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2915 if (is_shero(creature_ptr)) {
2916 damage += 3 + (creature_ptr->lev / 5);
2919 if (creature_ptr->stun > 50) {
2921 } else if (creature_ptr->stun) {
2925 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2927 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2928 damage += creature_ptr->lev / 6;
2929 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2930 damage += creature_ptr->lev / 6;
2932 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2933 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2940 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2941 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2942 if (o_ptr->curse_flags & (TRC_CURSED)) {
2945 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2948 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2954 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2956 o_ptr = &creature_ptr->inventory_list[i];
2957 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2958 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2961 if (!object_is_known(o_ptr) && !is_true_value)
2963 bonus_to_d = o_ptr->to_d;
2965 if (creature_ptr->pclass == CLASS_NINJA) {
2966 if (o_ptr->to_d > 0)
2967 bonus_to_d = (o_ptr->to_d + 1) / 2;
2970 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
2971 damage += (s16b)bonus_to_d;
2972 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
2974 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2976 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2977 } else if (id == get_default_hand(creature_ptr)) {
2978 damage += (s16b)bonus_to_d;
2982 if (get_default_hand(creature_ptr) == id) {
2983 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
2984 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
2986 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
2987 damage += MAX(bonus_to_d, 1);
2991 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
2992 damage += (creature_ptr->lev / 6);
2999 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3001 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3003 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3008 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3009 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3011 /* Temporary bonuses */
3012 if (is_blessed(creature_ptr)) {
3016 if (is_hero(creature_ptr)) {
3020 if (is_shero(creature_ptr)) {
3024 if (creature_ptr->stun > 50) {
3026 } else if (creature_ptr->stun) {
3030 /* Default hand bonuses */
3031 int id = slot - INVEN_RARM;
3032 int default_hand = get_default_hand(creature_ptr);
3033 if (default_hand == id) {
3034 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3035 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3036 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3037 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3040 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3041 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3043 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);
3044 hit += MAX(bonus_to_h, 1);
3048 /* Bonuses and penalties by weapon */
3049 if (has_melee_weapon(creature_ptr, slot)) {
3050 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3051 BIT_FLAGS flgs[TR_FLAG_SIZE];
3052 object_flags(creature_ptr, o_ptr, flgs);
3054 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3055 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3057 /* Traind bonuses */
3058 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3060 /* Weight penalty */
3061 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3062 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3065 /* Low melee penalty */
3066 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3067 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3074 /* Riding bonus and penalty */
3075 if (creature_ptr->riding) {
3076 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3081 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3082 && !has_flag(flgs, TR_RIDING)) {
3085 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3088 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3093 hit -= (s16b)penalty;
3096 /* Class penalties */
3097 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3099 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3100 hit += creature_ptr->lev / 5;
3101 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3102 hit += creature_ptr->lev / 5;
3104 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3105 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3112 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3116 /* Hex realm bonuses */
3117 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3118 if (o_ptr->curse_flags & (TRC_CURSED)) {
3121 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3124 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3127 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3133 /* Bonuses from inventory */
3134 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3135 object_type *o_ptr = &creature_ptr->inventory_list[i];
3137 /* Ignore empty hands, handed weapons, bows and capture balls */
3139 || o_ptr->tval == TV_CAPTURE
3140 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3141 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3145 /* Fake value does not include unknown objects' value */
3146 if (is_true_value || !object_is_known(o_ptr))
3149 int bonus_to_h = o_ptr->to_h;
3151 /* When wields only a weapon */
3152 if (creature_ptr->pclass == CLASS_NINJA) {
3153 if (o_ptr->to_h > 0)
3154 bonus_to_h = (o_ptr->to_h + 1) / 2;
3157 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3158 hit += (s16b)bonus_to_h;
3162 /* When wields two weapons on each hand */
3163 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3164 if (default_hand == 0)
3165 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3166 if (default_hand == 1)
3167 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3171 if (default_hand == id)
3172 hit += (s16b)bonus_to_h;
3175 /* Martial arts bonus */
3176 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3177 hit += (creature_ptr->lev / 3);
3180 /* Two handed combat penalty */
3181 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3186 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3190 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3191 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3195 BIT_FLAGS flgs[TR_FLAG_SIZE];
3196 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3198 object_flags(creature_ptr, o_ptr, flgs);
3200 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3201 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3210 if (creature_ptr->stun > 50) {
3212 } else if (creature_ptr->stun) {
3216 if (is_blessed(creature_ptr)) {
3220 if (is_hero(creature_ptr)) {
3224 if (is_shero(creature_ptr)) {
3228 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3230 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3231 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3235 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3236 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3237 pow += (10 + (creature_ptr->lev / 5));
3243 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3245 o_ptr = &creature_ptr->inventory_list[i];
3246 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3247 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3250 bonus_to_h = o_ptr->to_h;
3252 if (creature_ptr->pclass == CLASS_NINJA) {
3253 if (o_ptr->to_h > 0)
3254 bonus_to_h = (o_ptr->to_h + 1) / 2;
3257 if (is_true_value || object_is_known(o_ptr))
3258 pow += (s16b)bonus_to_h;
3261 pow -= calc_riding_bow_penalty(creature_ptr);
3266 static s16b calc_to_damage_misc(player_type *creature_ptr)
3269 BIT_FLAGS flgs[TR_FLAG_SIZE];
3273 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3274 o_ptr = &creature_ptr->inventory_list[i];
3278 object_flags(creature_ptr, o_ptr, flgs);
3280 int bonus_to_d = o_ptr->to_d;
3281 if (creature_ptr->pclass == CLASS_NINJA) {
3282 if (o_ptr->to_d > 0)
3283 bonus_to_d = (o_ptr->to_d + 1) / 2;
3285 to_dam += (s16b)bonus_to_d;
3288 if (is_shero(creature_ptr)) {
3289 to_dam += 3 + (creature_ptr->lev / 5);
3292 if (creature_ptr->stun > 50) {
3294 } else if (creature_ptr->stun) {
3298 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3302 static s16b calc_to_hit_misc(player_type *creature_ptr)
3305 BIT_FLAGS flgs[TR_FLAG_SIZE];
3309 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3310 o_ptr = &creature_ptr->inventory_list[i];
3314 object_flags(creature_ptr, o_ptr, flgs);
3316 int bonus_to_h = o_ptr->to_h;
3317 if (creature_ptr->pclass == CLASS_NINJA) {
3318 if (o_ptr->to_h > 0)
3319 bonus_to_h = (o_ptr->to_h + 1) / 2;
3321 to_hit += (s16b)bonus_to_h;
3324 if (is_blessed(creature_ptr)) {
3328 if (is_hero(creature_ptr)) {
3332 if (is_shero(creature_ptr)) {
3336 if (creature_ptr->stun > 50) {
3338 } else if (creature_ptr->stun) {
3342 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3343 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3348 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3350 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3353 if (creature_ptr->riding) {
3355 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3363 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3365 (void)creature_ptr; // unused
3366 (void)slot; // unused
3371 * @brief プレイヤーの所持重量制限を計算する /
3372 * Computes current weight limit.
3375 WEIGHT calc_weight_limit(player_type *creature_ptr)
3377 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3378 if (creature_ptr->pclass == CLASS_BERSERKER)
3384 * @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 /
3385 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3386 * @return 持っているならばTRUE
3388 bool has_melee_weapon(player_type *creature_ptr, int slot)
3390 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3394 * @brief プレイヤーの現在開いている手の状態を返す
3395 * @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。
3396 * @return 開いている手のビットフラグ
3398 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3400 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3401 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3402 status |= EMPTY_HAND_RARM;
3403 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3404 status |= EMPTY_HAND_LARM;
3406 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3407 if (status & EMPTY_HAND_LARM)
3408 status &= ~(EMPTY_HAND_LARM);
3409 else if (status & EMPTY_HAND_RARM)
3410 status &= ~(EMPTY_HAND_RARM);
3417 * @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。
3418 * @return ペナルティが適用されるならばTRUE。
3420 bool heavy_armor(player_type *creature_ptr)
3422 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3425 WEIGHT monk_arm_wgt = 0;
3426 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3427 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3428 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3429 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3430 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3431 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3432 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3433 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3434 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3436 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3440 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3442 * @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。
3444 void update_creature(player_type *creature_ptr)
3446 if (!creature_ptr->update)
3449 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3450 if (creature_ptr->update & (PU_AUTODESTROY)) {
3451 creature_ptr->update &= ~(PU_AUTODESTROY);
3452 autopick_delayed_alter(creature_ptr);
3455 if (creature_ptr->update & (PU_COMBINE)) {
3456 creature_ptr->update &= ~(PU_COMBINE);
3457 combine_pack(creature_ptr);
3460 if (creature_ptr->update & (PU_REORDER)) {
3461 creature_ptr->update &= ~(PU_REORDER);
3462 reorder_pack(creature_ptr);
3465 if (creature_ptr->update & (PU_BONUS)) {
3466 creature_ptr->update &= ~(PU_BONUS);
3467 calc_alignment(creature_ptr);
3468 calc_bonuses(creature_ptr);
3471 if (creature_ptr->update & (PU_TORCH)) {
3472 creature_ptr->update &= ~(PU_TORCH);
3473 calc_lite_radius(creature_ptr);
3476 if (creature_ptr->update & (PU_HP)) {
3477 creature_ptr->update &= ~(PU_HP);
3478 calc_hitpoints(creature_ptr);
3481 if (creature_ptr->update & (PU_MANA)) {
3482 creature_ptr->update &= ~(PU_MANA);
3483 calc_mana(creature_ptr);
3486 if (creature_ptr->update & (PU_SPELLS)) {
3487 creature_ptr->update &= ~(PU_SPELLS);
3488 calc_spells(creature_ptr);
3491 if (!current_world_ptr->character_generated)
3493 if (current_world_ptr->character_icky)
3495 if (creature_ptr->update & (PU_UN_LITE)) {
3496 creature_ptr->update &= ~(PU_UN_LITE);
3497 forget_lite(floor_ptr);
3500 if (creature_ptr->update & (PU_UN_VIEW)) {
3501 creature_ptr->update &= ~(PU_UN_VIEW);
3502 forget_view(floor_ptr);
3505 if (creature_ptr->update & (PU_VIEW)) {
3506 creature_ptr->update &= ~(PU_VIEW);
3507 update_view(creature_ptr);
3510 if (creature_ptr->update & (PU_LITE)) {
3511 creature_ptr->update &= ~(PU_LITE);
3512 update_lite(creature_ptr);
3515 if (creature_ptr->update & (PU_FLOW)) {
3516 creature_ptr->update &= ~(PU_FLOW);
3517 update_flow(creature_ptr);
3520 if (creature_ptr->update & (PU_DISTANCE)) {
3521 creature_ptr->update &= ~(PU_DISTANCE);
3523 update_monsters(creature_ptr, TRUE);
3526 if (creature_ptr->update & (PU_MON_LITE)) {
3527 creature_ptr->update &= ~(PU_MON_LITE);
3528 update_mon_lite(creature_ptr);
3531 if (creature_ptr->update & (PU_DELAY_VIS)) {
3532 creature_ptr->update &= ~(PU_DELAY_VIS);
3533 delayed_visual_update(creature_ptr);
3536 if (creature_ptr->update & (PU_MONSTERS)) {
3537 creature_ptr->update &= ~(PU_MONSTERS);
3538 update_monsters(creature_ptr, FALSE);
3543 * @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
3544 * @return 魔道書を一冊も持っていないならTRUEを返す
3546 bool player_has_no_spellbooks(player_type *creature_ptr)
3549 for (int i = 0; i < INVEN_PACK; i++) {
3550 o_ptr = &creature_ptr->inventory_list[i];
3551 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3555 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3556 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3557 o_ptr = &floor_ptr->o_list[i];
3558 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3565 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3567 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3570 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3573 * @return 配置に成功したらTRUE
3575 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3577 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3580 /* Save player location */
3581 creature_ptr->y = y;
3582 creature_ptr->x = x;
3587 * @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
3590 void wreck_the_pattern(player_type *creature_ptr)
3592 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3593 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3594 if (pattern_type == PATTERN_TILE_WRECKED)
3597 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3598 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3600 if (!is_invuln(creature_ptr))
3601 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3603 int to_ruin = randint1(45) + 35;
3606 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3608 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3609 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3613 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3617 * @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 /
3618 * Advance experience levels and print experience
3621 void check_experience(player_type *creature_ptr)
3623 if (creature_ptr->exp < 0)
3624 creature_ptr->exp = 0;
3625 if (creature_ptr->max_exp < 0)
3626 creature_ptr->max_exp = 0;
3627 if (creature_ptr->max_max_exp < 0)
3628 creature_ptr->max_max_exp = 0;
3630 if (creature_ptr->exp > PY_MAX_EXP)
3631 creature_ptr->exp = PY_MAX_EXP;
3632 if (creature_ptr->max_exp > PY_MAX_EXP)
3633 creature_ptr->max_exp = PY_MAX_EXP;
3634 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3635 creature_ptr->max_max_exp = PY_MAX_EXP;
3637 if (creature_ptr->exp > creature_ptr->max_exp)
3638 creature_ptr->max_exp = creature_ptr->exp;
3639 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3640 creature_ptr->max_max_exp = creature_ptr->max_exp;
3642 creature_ptr->redraw |= (PR_EXP);
3643 handle_stuff(creature_ptr);
3645 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3646 PLAYER_LEVEL old_lev = creature_ptr->lev;
3647 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3648 creature_ptr->lev--;
3649 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3650 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3651 creature_ptr->window |= (PW_PLAYER);
3652 handle_stuff(creature_ptr);
3655 bool level_reward = FALSE;
3656 bool level_mutation = FALSE;
3657 bool level_inc_stat = FALSE;
3658 while ((creature_ptr->lev < PY_MAX_LEVEL)
3659 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3660 creature_ptr->lev++;
3661 if (creature_ptr->lev > creature_ptr->max_plv) {
3662 creature_ptr->max_plv = creature_ptr->lev;
3664 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3665 level_reward = TRUE;
3667 if (creature_ptr->prace == RACE_BEASTMAN) {
3669 level_mutation = TRUE;
3671 level_inc_stat = TRUE;
3673 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3677 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3678 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3679 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3680 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3681 creature_ptr->level_up_message = TRUE;
3682 handle_stuff(creature_ptr);
3684 creature_ptr->level_up_message = FALSE;
3685 if (level_inc_stat) {
3686 if (!(creature_ptr->max_plv % 10)) {
3693 cnv_stat(creature_ptr->stat_max[0], tmp);
3694 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3695 cnv_stat(creature_ptr->stat_max[1], tmp);
3696 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3697 cnv_stat(creature_ptr->stat_max[2], tmp);
3698 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3699 cnv_stat(creature_ptr->stat_max[3], tmp);
3700 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3701 cnv_stat(creature_ptr->stat_max[4], tmp);
3702 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3703 cnv_stat(creature_ptr->stat_max[5], tmp);
3704 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3707 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3711 if ((choice >= 'a') && (choice <= 'f'))
3714 for (n = 0; n < A_MAX; n++)
3715 if (n != choice - 'a')
3717 if (get_check(_("よろしいですか?", "Are you sure? ")))
3720 do_inc_stat(creature_ptr, choice - 'a');
3722 } else if (!(creature_ptr->max_plv % 2))
3723 do_inc_stat(creature_ptr, randint0(6));
3726 if (level_mutation) {
3727 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3728 (void)gain_mutation(creature_ptr, 0);
3729 level_mutation = FALSE;
3733 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3737 gain_level_reward(creature_ptr, 0);
3738 level_reward = FALSE;
3741 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3742 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3743 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3744 handle_stuff(creature_ptr);
3747 if (old_lev != creature_ptr->lev)
3748 autopick_load_pref(creature_ptr, FALSE);
3752 * @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
3754 * @param out_val 出力先文字列ポインタ
3757 void cnv_stat(int val, char *out_val)
3760 sprintf(out_val, " %2d", val);
3764 int bonus = (val - 18);
3766 sprintf(out_val, "18/%3s", "***");
3767 } else if (bonus >= 100) {
3768 sprintf(out_val, "18/%03d", bonus);
3770 sprintf(out_val, " 18/%02d", bonus);
3775 * @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。
3776 * Modify a stat value by a "modifier", return new value
3778 * @param amount 加減算値
3782 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3783 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3784 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3785 * Or even: 18/13, 18/03, 18, 17, ..., 3
3788 s16b modify_stat_value(int value, int amount)
3791 for (int i = 0; i < amount; i++) {
3797 } else if (amount < 0) {
3798 for (int i = 0; i < (0 - amount); i++) {
3799 if (value >= 18 + 10)
3801 else if (value > 18)
3813 * Hack -- Calculates the total number of points earned -JWT-
3817 long calc_score(player_type *creature_ptr)
3819 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3832 if (ironman_small_levels)
3834 if (ironman_empty_levels)
3840 if (ironman_nightmare)
3847 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3848 if (max_dlv[i] > max_dl)
3849 max_dl = max_dlv[i];
3851 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3852 u32b point_h = point_l / 0x10000L;
3853 point_l = point_l % 0x10000L;
3856 point_h += point_l / 0x10000L;
3857 point_l %= 0x10000L;
3859 point_l += ((point_h % 100) << 16);
3863 u32b point = (point_h << 16) + (point_l);
3864 if (creature_ptr->arena_number >= 0)
3865 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3867 if (ironman_downward)
3869 if (creature_ptr->pclass == CLASS_BERSERKER) {
3870 if (creature_ptr->prace == RACE_SPECTRE)
3874 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3876 if (current_world_ptr->total_winner)
3881 point = (0 - point);
3887 * @param creature_ptr プレーヤーへの参照ポインタ
3888 * @return 祝福状態ならばTRUE
3890 bool is_blessed(player_type *creature_ptr)
3892 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3895 bool is_tim_esp(player_type *creature_ptr)
3897 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3900 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3902 bool is_time_limit_esp(player_type *creature_ptr)
3904 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3907 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3909 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3912 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3915 void stop_singing(player_type *creature_ptr)
3917 if (creature_ptr->pclass != CLASS_BARD)
3920 /* Are there interupted song? */
3921 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3922 /* Forget interupted song */
3923 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3927 /* The player is singing? */
3928 if (!SINGING_SONG_EFFECT(creature_ptr))
3931 /* Hack -- if called from set_action(), avoid recursive loop */
3932 if (creature_ptr->action == ACTION_SING)
3933 set_action(creature_ptr, ACTION_NONE);
3935 /* Message text of each song or etc. */
3936 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3938 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3939 SINGING_SONG_ID(creature_ptr) = 0;
3940 creature_ptr->update |= (PU_BONUS);
3941 creature_ptr->redraw |= (PR_STATUS);
3945 * @brief 口を使う継続的な処理を中断する
3946 * @param caster_ptr プレーヤーへの参照ポインタ
3949 void stop_mouth(player_type *caster_ptr)
3951 if (music_singing_any(caster_ptr))
3952 stop_singing(caster_ptr);
3953 if (hex_spelling_any(caster_ptr))
3954 stop_hex_spell_all(caster_ptr);
3958 * @brief ペットの維持コスト計算
3961 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3964 bool has_a_unique = FALSE;
3965 DEPTH total_friend_levels = 0;
3969 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
3970 monster_type *m_ptr;
3971 monster_race *r_ptr;
3973 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
3974 if (!monster_is_valid(m_ptr))
3976 r_ptr = &r_info[m_ptr->r_idx];
3978 if (is_pet(m_ptr)) {
3980 if (r_ptr->flags1 & RF1_UNIQUE) {
3981 if (creature_ptr->pclass == CLASS_CAVALRY) {
3982 if (creature_ptr->riding == m_idx)
3983 total_friend_levels += (r_ptr->level + 5) * 2;
3984 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
3985 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
3987 total_friend_levels += (r_ptr->level + 5) * 10;
3988 has_a_unique = TRUE;
3990 total_friend_levels += (r_ptr->level + 5) * 10;
3992 total_friend_levels += r_ptr->level;
3996 if (total_friends) {
3998 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
3999 if (upkeep_factor < 0)
4001 if (upkeep_factor > 1000)
4002 upkeep_factor = 1000;
4003 return upkeep_factor;
4008 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4010 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4012 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4014 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4016 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4018 bool is_echizen(player_type *creature_ptr)
4020 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4023 int calc_weapon_weight_limit(player_type *creature_ptr)
4025 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4027 if (has_two_handed_weapons(creature_ptr))
4033 static int get_default_hand(player_type *creature_ptr)
4035 int default_hand = 0;
4037 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4038 if (!has_right_hand_weapon(creature_ptr))
4042 if (can_two_hands_wielding(creature_ptr)) {
4043 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4044 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4045 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4046 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4052 return default_hand;