1 #include "player/player-status.h"
2 #include "artifact/fixed-art-types.h"
3 #include "autopick/autopick-reader-writer.h"
4 #include "autopick/autopick.h"
5 #include "cmd-action/cmd-pet.h"
6 #include "cmd-action/cmd-spell.h"
7 #include "cmd-io/cmd-dump.h"
8 #include "cmd-item/cmd-magiceat.h"
9 #include "combat/attack-power-table.h"
10 #include "core/asking-player.h"
11 #include "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/dungeon.h"
17 #include "effect/effect-characteristics.h"
18 #include "floor/cave.h"
19 #include "floor/floor-events.h"
20 #include "floor/floor-leaver.h"
21 #include "floor/floor-save.h"
22 #include "floor/floor-util.h"
23 #include "game-option/birth-options.h"
24 #include "grid/feature.h"
25 #include "inventory/inventory-object.h"
26 #include "inventory/inventory-slot-types.h"
27 #include "io/input-key-acceptor.h"
28 #include "io/write-diary.h"
29 #include "main/sound-definitions-table.h"
30 #include "main/sound-of-music.h"
31 #include "market/arena-info-table.h"
32 #include "mind/mind-force-trainer.h"
33 #include "mind/mind-ninja.h"
34 #include "monster-floor/monster-lite.h"
35 #include "monster-floor/monster-remover.h"
36 #include "monster-race/monster-race-hook.h"
37 #include "monster-race/monster-race.h"
38 #include "monster-race/race-flags1.h"
39 #include "monster-race/race-flags2.h"
40 #include "monster-race/race-flags3.h"
41 #include "monster-race/race-flags7.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/smart-learn-types.h"
46 #include "mutation/mutation-calculator.h"
47 #include "mutation/mutation-flag-types.h"
48 #include "mutation/mutation-investor-remover.h"
49 #include "object-enchant/object-ego.h"
50 #include "object-enchant/special-object-flags.h"
51 #include "object-enchant/tr-types.h"
52 #include "object-enchant/trc-types.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-checker.h"
55 #include "object-hook/hook-weapon.h"
56 #include "object/object-flags.h"
57 #include "object/object-info.h"
58 #include "object/object-mark-types.h"
59 #include "perception/object-perception.h"
60 #include "pet/pet-util.h"
61 #include "player-info/avatar.h"
62 #include "player/attack-defense-types.h"
63 #include "player/digestion-processor.h"
64 #include "player/mimic-info-table.h"
65 #include "player/patron.h"
66 #include "player/player-class.h"
67 #include "player/player-damage.h"
68 #include "player/player-move.h"
69 #include "player/player-personalities-types.h"
70 #include "player/player-personality.h"
71 #include "player/player-race-types.h"
72 #include "player/player-skill.h"
73 #include "player/player-status-flags.h"
74 #include "player/player-status-table.h"
75 #include "player/player-view.h"
76 #include "player/race-info-table.h"
77 #include "player/special-defense-types.h"
78 #include "realm/realm-hex-numbers.h"
79 #include "realm/realm-names-table.h"
80 #include "realm/realm-song-numbers.h"
81 #include "specific-object/bow.h"
82 #include "specific-object/torch.h"
83 #include "spell-realm/spells-hex.h"
84 #include "spell/range-calc.h"
85 #include "spell/spells-describer.h"
86 #include "spell/spells-execution.h"
87 #include "spell/spells-status.h"
88 #include "spell/technic-info-table.h"
89 #include "status/action-setter.h"
90 #include "status/base-status.h"
91 #include "sv-definition/sv-lite-types.h"
92 #include "sv-definition/sv-weapon-types.h"
93 #include "system/angband.h"
94 #include "system/floor-type-definition.h"
95 #include "term/screen-processor.h"
96 #include "util/bit-flags-calculator.h"
97 #include "util/quarks.h"
98 #include "util/string-processor.h"
99 #include "view/display-messages.h"
100 #include "world/world.h"
102 static bool is_martial_arts_mode(player_type *creature_ptr);
104 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr);
105 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr);
106 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr);
107 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr);
108 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr);
109 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr);
110 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr);
111 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr);
112 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr);
113 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr);
114 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr);
115 static s16b calc_num_blow(player_type *creature_ptr, int i);
116 static s16b calc_strength_addition(player_type *creature_ptr);
117 static s16b calc_intelligence_addition(player_type *creature_ptr);
118 static s16b calc_wisdom_addition(player_type *creature_ptr);
119 static s16b calc_dexterity_addition(player_type *creature_ptr);
120 static s16b calc_constitution_addition(player_type *creature_ptr);
121 static s16b calc_charisma_addition(player_type *creature_ptr);
122 static s16b calc_to_magic_chance(player_type *creature_ptr);
123 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
124 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value);
125 static s16b calc_speed(player_type *creature_ptr);
126 static s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot);
127 static void calc_use_status(player_type *creature_ptr, int status);
128 static void calc_top_status(player_type *creature_ptr, int status);
129 static void calc_ind_status(player_type *creature_ptr, int status);
130 static s16b calc_riding_bow_penalty(player_type *creature_ptr);
131 static void put_equipment_warning(player_type *creature_ptr);
133 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
134 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
136 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value);
138 static s16b calc_to_damage_misc(player_type *creature_ptr);
139 static s16b calc_to_hit_misc(player_type *creature_ptr);
141 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
142 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
144 static int get_default_hand(player_type *creature_ptr);
146 /*** Player information ***/
149 * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
154 * @brief プレイヤー用のクリーチャー構造体参照ポインタ / Pointer to the player info
156 player_type *p_ptr = &p_body;
159 * @brief クリーチャーの抽象的善悪アライメントの表記を返す。 / Return alignment title
160 * @param creature_ptr 算出するクリーチャーの参照ポインタ。
161 * @return アライメントの表記を返す。
163 concptr your_alignment(player_type *creature_ptr)
165 if (creature_ptr->align > 150)
166 return _("大善", "Lawful");
167 else if (creature_ptr->align > 50)
168 return _("中善", "Good");
169 else if (creature_ptr->align > 10)
170 return _("小善", "Neutral Good");
171 else if (creature_ptr->align > -11)
172 return _("中立", "Neutral");
173 else if (creature_ptr->align > -51)
174 return _("小悪", "Neutral Evil");
175 else if (creature_ptr->align > -151)
176 return _("中悪", "Evil");
178 return _("大悪", "Chaotic");
182 * @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
183 * @param weapon_exp 経験値
186 int weapon_exp_level(int weapon_exp)
188 if (weapon_exp < WEAPON_EXP_BEGINNER)
189 return EXP_LEVEL_UNSKILLED;
190 else if (weapon_exp < WEAPON_EXP_SKILLED)
191 return EXP_LEVEL_BEGINNER;
192 else if (weapon_exp < WEAPON_EXP_EXPERT)
193 return EXP_LEVEL_SKILLED;
194 else if (weapon_exp < WEAPON_EXP_MASTER)
195 return EXP_LEVEL_EXPERT;
197 return EXP_LEVEL_MASTER;
201 * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
202 * @param weapon_exp 経験値
205 int riding_exp_level(int riding_exp)
207 if (riding_exp < RIDING_EXP_BEGINNER)
208 return EXP_LEVEL_UNSKILLED;
209 else if (riding_exp < RIDING_EXP_SKILLED)
210 return EXP_LEVEL_BEGINNER;
211 else if (riding_exp < RIDING_EXP_EXPERT)
212 return EXP_LEVEL_SKILLED;
213 else if (riding_exp < RIDING_EXP_MASTER)
214 return EXP_LEVEL_EXPERT;
216 return EXP_LEVEL_MASTER;
220 * @brief クリーチャーの呪文レベルの抽象的ランクを返す。 / Return proficiency level of spells
221 * @param spell_exp 経験値
224 int spell_exp_level(int spell_exp)
226 if (spell_exp < SPELL_EXP_BEGINNER)
227 return EXP_LEVEL_UNSKILLED;
228 else if (spell_exp < SPELL_EXP_SKILLED)
229 return EXP_LEVEL_BEGINNER;
230 else if (spell_exp < SPELL_EXP_EXPERT)
231 return EXP_LEVEL_SKILLED;
232 else if (spell_exp < SPELL_EXP_MASTER)
233 return EXP_LEVEL_EXPERT;
235 return EXP_LEVEL_MASTER;
239 * @brief 遅延描画更新 / Delayed visual update
240 * @details update_view(), update_lite(), update_mon_lite() においてのみ更新すること / Only used if update_view(), update_lite() or update_mon_lite() was called
241 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
242 * @todo 将来独自インターフェース実装にはz-term系に追い出すべきか?
245 static void delayed_visual_update(player_type *player_ptr)
247 floor_type *floor_ptr = player_ptr->current_floor_ptr;
248 for (int i = 0; i < floor_ptr->redraw_n; i++) {
249 POSITION y = floor_ptr->redraw_y[i];
250 POSITION x = floor_ptr->redraw_x[i];
252 g_ptr = &floor_ptr->grid_array[y][x];
253 if (!(g_ptr->info & CAVE_REDRAW))
256 if (g_ptr->info & CAVE_NOTE)
257 note_spot(player_ptr, y, x);
259 lite_spot(player_ptr, y, x);
261 update_monster(player_ptr, g_ptr->m_idx, FALSE);
263 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
266 floor_ptr->redraw_n = 0;
270 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
271 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
272 * @return 重すぎるならばTRUE
274 static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
276 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
277 return (hold < o_ptr->weight / 10);
282 * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
285 WEIGHT calc_inventory_weight(player_type *creature_ptr)
290 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
291 o_ptr = &creature_ptr->inventory_list[i];
294 weight += o_ptr->weight * o_ptr->number;
299 * @brief プレイヤーの全ステータスを更新する /
300 * Calculate the players current "state", taking into account
301 * not only race/class intrinsics, but also objects being worn
302 * and temporary spell effects.
306 * See also calc_mana() and calc_hitpoints().
308 * Take note of the new "speed code", in particular, a very strong
309 * player will start slowing down as soon as he reaches 150 pounds,
310 * but not until he reaches 450 pounds will he be half as fast as
311 * a normal kobold. This both hurts and helps the player, hurts
312 * because in the old days a player could just avoid 300 pounds,
313 * and helps because now carrying 300 pounds is not very painful.
315 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
316 * damage, since that would affect non-combat things. These values
317 * are actually added in later, at the appropriate place.
319 * This function induces various "status" messages.
321 * @todo ここで計算していた各値は一部の状態変化メッセージ処理を除き、今後必要な時に適示計算する形に移行するためほぼすべて削られる。
323 void calc_bonuses(player_type *creature_ptr)
325 int empty_hands_status = empty_hands(creature_ptr, TRUE);
328 /* Save the old vision stuff */
329 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
330 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
331 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
332 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
333 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
334 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
335 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
336 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
337 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
338 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
339 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
340 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
341 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
342 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
343 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
344 s16b old_speed = creature_ptr->pspeed;
346 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
347 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
349 creature_ptr->pass_wall = has_pass_wall(creature_ptr);
350 creature_ptr->kill_wall = has_kill_wall(creature_ptr);
351 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
352 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
353 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
354 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
355 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
356 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
357 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
358 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
359 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
360 creature_ptr->esp_human = has_esp_human(creature_ptr);
361 creature_ptr->esp_good = has_esp_good(creature_ptr);
362 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
363 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
364 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
365 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
366 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
367 creature_ptr->down_saving = has_down_saving(creature_ptr);
368 creature_ptr->yoiyami = has_no_ac(creature_ptr);
369 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
370 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
371 creature_ptr->reflect = has_reflect(creature_ptr);
372 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
373 creature_ptr->warning = has_warning(creature_ptr);
374 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
375 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
376 creature_ptr->sh_fire = has_sh_fire(creature_ptr);
377 creature_ptr->sh_elec = has_sh_elec(creature_ptr);
378 creature_ptr->sh_cold = has_sh_cold(creature_ptr);
379 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
380 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
381 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
382 creature_ptr->see_inv = has_see_inv(creature_ptr);
383 creature_ptr->free_act = has_free_act(creature_ptr);
384 creature_ptr->sustain_str = has_sustain_str(creature_ptr);
385 creature_ptr->sustain_int = has_sustain_int(creature_ptr);
386 creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
387 creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
388 creature_ptr->sustain_con = has_sustain_con(creature_ptr);
389 creature_ptr->sustain_chr = has_sustain_chr(creature_ptr);
390 creature_ptr->levitation = has_levitation(creature_ptr);
391 has_can_swim(creature_ptr);
392 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
393 creature_ptr->regenerate = has_regenerate(creature_ptr);
394 has_curses(creature_ptr);
395 creature_ptr->impact = has_impact(creature_ptr);
396 has_extra_blow(creature_ptr);
397 creature_ptr->resist_neth = has_resist_neth(creature_ptr);
398 creature_ptr->resist_time = has_resist_time(creature_ptr);
399 creature_ptr->resist_fear = has_resist_fear(creature_ptr);
400 creature_ptr->resist_time = has_resist_time(creature_ptr);
401 creature_ptr->resist_water = has_resist_water(creature_ptr);
403 creature_ptr->lite = has_lite(creature_ptr);
405 if (creature_ptr->special_defense & KAMAE_MASK) {
406 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
407 set_action(creature_ptr, ACTION_NONE);
411 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
412 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
413 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
414 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
415 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
416 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
417 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
418 creature_ptr->ac = calc_base_ac(creature_ptr);
419 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
420 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
421 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
423 for (int i = 0; i < A_MAX; i++) {
424 calc_top_status(creature_ptr, i);
425 calc_use_status(creature_ptr, i);
426 calc_ind_status(creature_ptr, i);
429 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
431 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
432 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
433 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
437 for (int i = 0; i < 2; i++) {
438 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
439 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
440 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
441 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
442 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
445 creature_ptr->pspeed = calc_speed(creature_ptr);
446 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
447 creature_ptr->skill_stl = calc_stealth(creature_ptr);
448 creature_ptr->skill_dis = calc_disarming(creature_ptr);
449 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
450 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
451 creature_ptr->skill_srh = calc_search(creature_ptr);
452 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
453 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
454 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
455 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
456 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
457 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
458 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
459 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
460 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
461 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
462 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
463 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
464 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
465 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
466 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
467 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
468 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
470 if (old_mighty_throw != creature_ptr->mighty_throw) {
471 creature_ptr->window |= PW_INVEN;
474 if (creature_ptr->telepathy != old_telepathy) {
475 creature_ptr->update |= (PU_MONSTERS);
478 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
479 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
480 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
481 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
482 creature_ptr->update |= (PU_MONSTERS);
485 if (creature_ptr->see_inv != old_see_inv) {
486 creature_ptr->update |= (PU_MONSTERS);
489 if (creature_ptr->pspeed != old_speed) {
490 creature_ptr->redraw |= (PR_SPEED);
493 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
494 creature_ptr->redraw |= (PR_ARMOR);
495 creature_ptr->window |= (PW_PLAYER);
498 if (current_world_ptr->character_xtra)
501 put_equipment_warning(creature_ptr);
504 static void calc_alignment(player_type *creature_ptr)
506 creature_ptr->align = 0;
507 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
508 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
511 m_ptr = &floor_ptr->m_list[m_idx];
512 if (!monster_is_valid(m_ptr))
514 r_ptr = &r_info[m_ptr->r_idx];
519 if (r_ptr->flags3 & RF3_GOOD)
520 creature_ptr->align += r_ptr->level;
521 if (r_ptr->flags3 & RF3_EVIL)
522 creature_ptr->align -= r_ptr->level;
525 if (creature_ptr->mimic_form) {
526 switch (creature_ptr->mimic_form) {
528 creature_ptr->align -= 200;
530 case MIMIC_DEMON_LORD:
531 creature_ptr->align -= 200;
535 switch (creature_ptr->prace) {
537 creature_ptr->align += 200;
540 creature_ptr->align -= 200;
545 for (int i = 0; i < 2; i++) {
546 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
548 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
550 creature_ptr->align -= 1000;
555 for (int i = 0; i < 8; i++) {
556 switch (creature_ptr->vir_types[i]) {
558 creature_ptr->align += creature_ptr->virtues[i] * 2;
567 creature_ptr->align -= creature_ptr->virtues[i];
570 creature_ptr->align += creature_ptr->virtues[i];
575 for (int i = 0; i < j; i++) {
576 if (creature_ptr->align > 0) {
577 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
578 if (creature_ptr->align < 0)
579 creature_ptr->align = 0;
580 } else if (creature_ptr->align < 0) {
581 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
582 if (creature_ptr->align > 0)
583 creature_ptr->align = 0;
589 * @brief プレイヤーの最大HPを計算する /
590 * Calculate the players (maximal) hit points
591 * Adjust current hitpoints if necessary
595 static void calc_hitpoints(player_type *creature_ptr)
597 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
598 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
601 if (creature_ptr->mimic_form) {
602 if (creature_ptr->pclass == CLASS_SORCERER)
603 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
605 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
606 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
609 if (creature_ptr->pclass == CLASS_SORCERER) {
610 if (creature_ptr->lev < 30)
611 mhp = (mhp * (45 + creature_ptr->lev) / 100);
613 mhp = (mhp * 75 / 100);
614 bonus = (bonus * 65 / 100);
619 if (creature_ptr->pclass == CLASS_BERSERKER) {
620 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
623 if (mhp < creature_ptr->lev + 1)
624 mhp = creature_ptr->lev + 1;
625 if (is_hero(creature_ptr))
627 if (is_shero(creature_ptr))
629 if (creature_ptr->tsuyoshi)
631 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
633 if (hex_spelling(creature_ptr, HEX_BUILDING))
635 if (creature_ptr->mhp == mhp)
638 if (creature_ptr->chp >= mhp) {
639 creature_ptr->chp = mhp;
640 creature_ptr->chp_frac = 0;
644 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
645 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
648 creature_ptr->mhp = mhp;
650 creature_ptr->redraw |= PR_HP;
651 creature_ptr->window |= PW_PLAYER;
655 * @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。 /
656 * Calculate number of spells player should have, and forget,
657 * or remember, spells until that number is properly reflected.
660 * Note that this function induces various "status" messages,
661 * which must be bypasses until the character is created.
663 static void calc_spells(player_type *creature_ptr)
665 if (!mp_ptr->spell_book)
667 if (!current_world_ptr->character_generated)
669 if (current_world_ptr->character_xtra)
671 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
672 creature_ptr->new_spells = 0;
676 concptr p = spell_category_name(mp_ptr->spell_book);
677 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
681 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
683 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
687 if (creature_ptr->pclass == CLASS_SAMURAI) {
689 } else if (creature_ptr->realm2 == REALM_NONE) {
690 num_allowed = (num_allowed + 1) / 2;
691 if (num_allowed > (32 + bonus))
692 num_allowed = 32 + bonus;
693 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
694 if (num_allowed > (96 + bonus))
695 num_allowed = 96 + bonus;
697 if (num_allowed > (80 + bonus))
698 num_allowed = 80 + bonus;
701 int num_boukyaku = 0;
702 for (int j = 0; j < 64; j++) {
703 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
708 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
709 for (int i = 63; i >= 0; i--) {
710 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
713 int j = creature_ptr->spell_order[i];
717 const magic_type *s_ptr;
718 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
720 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
722 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
724 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
726 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
728 if (s_ptr->slevel <= creature_ptr->lev)
731 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
732 if (!is_spell_learned)
737 creature_ptr->spell_forgotten1 |= (1L << j);
738 which = creature_ptr->realm1;
740 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
741 which = creature_ptr->realm2;
745 creature_ptr->spell_learned1 &= ~(1L << j);
746 which = creature_ptr->realm1;
748 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
749 which = creature_ptr->realm2;
753 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
755 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
757 creature_ptr->new_spells++;
760 /* Forget spells if we know too many spells */
761 for (int i = 63; i >= 0; i--) {
762 if (creature_ptr->new_spells >= 0)
764 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
767 int j = creature_ptr->spell_order[i];
771 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
772 if (!is_spell_learned)
777 creature_ptr->spell_forgotten1 |= (1L << j);
778 which = creature_ptr->realm1;
780 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
781 which = creature_ptr->realm2;
785 creature_ptr->spell_learned1 &= ~(1L << j);
786 which = creature_ptr->realm1;
788 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
789 which = creature_ptr->realm2;
793 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
795 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
797 creature_ptr->new_spells++;
800 /* Check for spells to remember */
801 for (int i = 0; i < 64; i++) {
802 if (creature_ptr->new_spells <= 0)
804 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
806 int j = creature_ptr->spell_order[i];
810 const magic_type *s_ptr;
811 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
813 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
815 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
817 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
819 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
821 if (s_ptr->slevel > creature_ptr->lev)
824 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
825 if (!is_spell_learned)
830 creature_ptr->spell_forgotten1 &= ~(1L << j);
831 which = creature_ptr->realm1;
833 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
834 which = creature_ptr->realm2;
838 creature_ptr->spell_learned1 |= (1L << j);
839 which = creature_ptr->realm1;
841 creature_ptr->spell_learned2 |= (1L << (j - 32));
842 which = creature_ptr->realm2;
846 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
848 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
850 creature_ptr->new_spells--;
853 if (creature_ptr->realm2 == REALM_NONE) {
855 for (int j = 0; j < 32; j++) {
856 const magic_type *s_ptr;
857 if (!is_magic(creature_ptr->realm1))
858 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
860 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
862 if (s_ptr->slevel > creature_ptr->lev)
865 if (creature_ptr->spell_learned1 & (1L << j)) {
874 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
875 creature_ptr->new_spells = (s16b)k;
879 if (creature_ptr->new_spells < 0)
880 creature_ptr->new_spells = 0;
882 if (creature_ptr->old_spells == creature_ptr->new_spells)
885 if (creature_ptr->new_spells) {
887 if (creature_ptr->new_spells < 10) {
888 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
890 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
893 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
897 creature_ptr->old_spells = creature_ptr->new_spells;
898 creature_ptr->redraw |= PR_STUDY;
899 creature_ptr->window |= PW_OBJECT;
903 * @brief プレイヤーの最大MPを計算する /
904 * Calculate maximum mana. You do not need to know any spells.
905 * Note that mana is lowered by heavy (or inappropriate) armor.
908 * This function induces status messages.
910 static void calc_mana(player_type *creature_ptr)
912 if (!mp_ptr->spell_book)
916 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
917 levels = creature_ptr->lev;
919 if (mp_ptr->spell_first > creature_ptr->lev) {
920 creature_ptr->msp = 0;
921 creature_ptr->redraw |= (PR_MANA);
925 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
929 if (creature_ptr->pclass == CLASS_SAMURAI) {
930 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
932 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
934 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
938 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
939 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
941 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
943 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
944 msp += msp * (25 + creature_ptr->lev) / 100;
947 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
948 BIT_FLAGS flgs[TR_FLAG_SIZE];
949 creature_ptr->cumber_glove = FALSE;
951 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
952 object_flags(creature_ptr, o_ptr, flgs);
953 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
954 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
955 creature_ptr->cumber_glove = TRUE;
960 creature_ptr->cumber_armor = FALSE;
963 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
964 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
965 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
966 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
967 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
968 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
969 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
970 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
971 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
973 switch (creature_ptr->pclass) {
975 case CLASS_HIGH_MAGE:
976 case CLASS_BLUE_MAGE:
978 case CLASS_FORCETRAINER:
979 case CLASS_SORCERER: {
980 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
981 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
982 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
983 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
988 case CLASS_TOURIST: {
989 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
990 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
991 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
992 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
995 case CLASS_MINDCRAFTER:
996 case CLASS_BEASTMASTER:
997 case CLASS_MIRROR_MASTER: {
998 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
999 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
1000 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1001 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
1006 case CLASS_RED_MAGE:
1007 case CLASS_WARRIOR_MAGE: {
1008 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1009 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
1010 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1011 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1015 case CLASS_CHAOS_WARRIOR: {
1016 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1017 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1018 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1019 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1027 int max_wgt = mp_ptr->spell_weight;
1028 if ((cur_wgt - max_wgt) > 0) {
1029 creature_ptr->cumber_armor = TRUE;
1030 switch (creature_ptr->pclass) {
1032 case CLASS_HIGH_MAGE:
1033 case CLASS_BLUE_MAGE: {
1034 msp -= msp * (cur_wgt - max_wgt) / 600;
1038 case CLASS_MINDCRAFTER:
1039 case CLASS_BEASTMASTER:
1041 case CLASS_FORCETRAINER:
1043 case CLASS_MIRROR_MASTER: {
1044 msp -= msp * (cur_wgt - max_wgt) / 800;
1047 case CLASS_SORCERER: {
1048 msp -= msp * (cur_wgt - max_wgt) / 900;
1054 case CLASS_RED_MAGE: {
1055 msp -= msp * (cur_wgt - max_wgt) / 1000;
1059 case CLASS_CHAOS_WARRIOR:
1060 case CLASS_WARRIOR_MAGE: {
1061 msp -= msp * (cur_wgt - max_wgt) / 1200;
1064 case CLASS_SAMURAI: {
1065 creature_ptr->cumber_armor = FALSE;
1069 msp -= msp * (cur_wgt - max_wgt) / 800;
1078 if (creature_ptr->msp != msp) {
1079 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1080 creature_ptr->csp = msp;
1081 creature_ptr->csp_frac = 0;
1085 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1086 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1089 creature_ptr->msp = msp;
1090 creature_ptr->redraw |= (PR_MANA);
1091 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1094 if (current_world_ptr->character_xtra)
1097 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1098 if (creature_ptr->cumber_glove)
1099 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."));
1101 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."));
1103 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1106 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1109 if (creature_ptr->cumber_armor)
1110 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."));
1112 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."));
1114 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1118 * @brief 装備中の射撃武器の威力倍率を返す /
1119 * calcurate the fire rate of target object
1120 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1121 * @return 射撃倍率の値(100で1.00倍)
1123 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1125 int extra_shots = 0;
1126 BIT_FLAGS flgs[TR_FLAG_SIZE];
1128 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1130 q_ptr = &creature_ptr->inventory_list[i];
1137 object_flags(creature_ptr, q_ptr, flgs);
1138 if (has_flag(flgs, TR_XTRA_SHOTS))
1142 object_flags(creature_ptr, o_ptr, flgs);
1143 if (has_flag(flgs, TR_XTRA_SHOTS))
1147 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1151 num += (extra_shots * 100);
1153 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1154 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1155 num += (creature_ptr->lev * 4);
1158 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1159 num += (creature_ptr->lev * 3);
1162 if (creature_ptr->pclass == CLASS_ARCHER) {
1163 if (tval_ammo == TV_ARROW)
1164 num += ((creature_ptr->lev * 5) + 50);
1165 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1166 num += (creature_ptr->lev * 4);
1169 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1170 num += (creature_ptr->lev * 2);
1173 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1174 num += (creature_ptr->lev * 4);
1182 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1186 * * 変異MUT3_INFRAVISによる加算(+3)
1187 * * 魔法効果tim_infraによる加算(+3)
1188 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1190 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1192 ACTION_SKILL_POWER pow;
1193 const player_race *tmp_rp_ptr;
1195 if (creature_ptr->mimic_form)
1196 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1198 tmp_rp_ptr = &race_info[creature_ptr->prace];
1200 pow = tmp_rp_ptr->infra;
1202 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1206 if (creature_ptr->tim_infra) {
1210 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1212 BIT_FLAGS flgs[TR_FLAG_SIZE];
1213 o_ptr = &creature_ptr->inventory_list[i];
1216 object_flags(creature_ptr, o_ptr, flgs);
1217 if (has_flag(flgs, TR_INFRA))
1226 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1232 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1233 * * 変異MUT3_XTRA_NOISで減算(-3)
1234 * * 変異MUT3_MOTIONで加算(+1)
1235 * * 呪術を唱えていると減算(-(詠唱数+1))
1236 * * 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)
1238 * * 忍者がheavy_armorならば減算(-レベル/10)
1239 * * 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)
1243 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1245 ACTION_SKILL_POWER pow;
1246 const player_race *tmp_rp_ptr;
1248 if (creature_ptr->mimic_form)
1249 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1251 tmp_rp_ptr = &race_info[creature_ptr->prace];
1252 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1253 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1255 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1256 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1258 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1260 BIT_FLAGS flgs[TR_FLAG_SIZE];
1261 o_ptr = &creature_ptr->inventory_list[i];
1264 object_flags(creature_ptr, o_ptr, flgs);
1265 if (has_flag(flgs, TR_STEALTH))
1269 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1272 if (creature_ptr->muta3 & MUT3_MOTION) {
1275 if (creature_ptr->realm1 == REALM_HEX) {
1276 if (hex_spelling_any(creature_ptr))
1277 pow -= (1 + casting_hex_num(creature_ptr));
1279 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1280 pow = MIN(pow - 3, (pow + 2) / 2);
1283 if (is_shero(creature_ptr)) {
1287 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1288 pow -= (creature_ptr->lev) / 10;
1289 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1290 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1291 pow += (creature_ptr->lev) / 10;
1294 if (is_time_limit_stealth(creature_ptr))
1307 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1311 * * 職業と性格とレベルによる追加加算
1312 * * 器用さに応じたadj_dex_disテーブルによる加算
1313 * * 知力に応じたadj_int_disテーブルによる加算
1315 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1317 ACTION_SKILL_POWER pow;
1318 const player_race *tmp_rp_ptr;
1320 if (creature_ptr->mimic_form)
1321 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1323 tmp_rp_ptr = &race_info[creature_ptr->prace];
1324 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1325 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1327 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1328 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1329 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1330 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1336 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1340 * * 職業と性格とレベルによる追加加算
1341 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1342 * * 知力に応じたadj_int_devテーブルによる加算
1345 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1347 ACTION_SKILL_POWER pow;
1348 const player_race *tmp_rp_ptr;
1350 if (creature_ptr->mimic_form)
1351 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1353 tmp_rp_ptr = &race_info[creature_ptr->prace];
1354 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1355 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1357 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1358 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1360 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1362 BIT_FLAGS flgs[TR_FLAG_SIZE];
1363 o_ptr = &creature_ptr->inventory_list[i];
1366 object_flags(creature_ptr, o_ptr, flgs);
1367 if (has_flag(flgs, TR_MAGIC_MASTERY))
1368 pow += 8 * o_ptr->pval;
1371 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1373 if (is_shero(creature_ptr)) {
1381 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1385 * * 職業と性格とレベルによる追加加算
1386 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1387 * * 賢さによるadj_wis_savテーブル加算
1389 * * 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)
1390 * * クターのつぶれ状態なら(10に上書き)
1391 * * 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)
1392 * * 呪いのdown_savingがかかっているなら半減
1394 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1396 ACTION_SKILL_POWER pow;
1397 const player_race *tmp_rp_ptr;
1399 if (creature_ptr->mimic_form)
1400 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1402 tmp_rp_ptr = &race_info[creature_ptr->prace];
1403 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1404 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1406 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1407 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1409 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1410 pow += (15 + (creature_ptr->lev / 5));
1412 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1414 if (is_shero(creature_ptr))
1417 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1418 pow = 90 + creature_ptr->lev;
1420 if (creature_ptr->tsubureru)
1423 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1424 pow = 95 + creature_ptr->lev;
1426 if (creature_ptr->down_saving)
1434 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1439 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1441 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1443 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1445 ACTION_SKILL_POWER pow;
1446 const player_race *tmp_rp_ptr;
1448 if (creature_ptr->mimic_form)
1449 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1451 tmp_rp_ptr = &race_info[creature_ptr->prace];
1452 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1453 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1455 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1456 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1458 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1460 BIT_FLAGS flgs[TR_FLAG_SIZE];
1461 o_ptr = &creature_ptr->inventory_list[i];
1464 object_flags(creature_ptr, o_ptr, flgs);
1465 if (has_flag(flgs, TR_SEARCH))
1466 pow += (o_ptr->pval * 5);
1469 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1473 if (is_shero(creature_ptr)) {
1482 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1487 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1489 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1491 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1493 ACTION_SKILL_POWER pow;
1494 const player_race *tmp_rp_ptr;
1496 if (creature_ptr->mimic_form)
1497 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1499 tmp_rp_ptr = &race_info[creature_ptr->prace];
1500 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1501 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1503 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1504 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1506 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1508 BIT_FLAGS flgs[TR_FLAG_SIZE];
1509 o_ptr = &creature_ptr->inventory_list[i];
1512 object_flags(creature_ptr, o_ptr, flgs);
1513 if (has_flag(flgs, TR_SEARCH))
1514 pow += (o_ptr->pval * 5);
1517 if (is_shero(creature_ptr)) {
1521 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1530 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1533 * * 種族/職業/性格による加算とレベルによる追加加算
1535 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1537 ACTION_SKILL_POWER pow;
1538 const player_race *tmp_rp_ptr;
1539 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1540 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1542 if (creature_ptr->mimic_form)
1543 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1545 tmp_rp_ptr = &race_info[creature_ptr->prace];
1547 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1548 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1554 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1557 * * 種族/職業/性格による加算とレベルによる追加加算
1559 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1561 ACTION_SKILL_POWER pow;
1562 const player_race *tmp_rp_ptr;
1563 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1564 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1566 if (creature_ptr->mimic_form)
1567 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1569 tmp_rp_ptr = &race_info[creature_ptr->prace];
1571 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1572 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1578 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1581 * * 種族/職業/性格による加算とレベルによる追加加算
1584 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1586 ACTION_SKILL_POWER pow;
1587 const player_race *tmp_rp_ptr;
1588 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1589 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1591 if (creature_ptr->mimic_form)
1592 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1594 tmp_rp_ptr = &race_info[creature_ptr->prace];
1596 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1597 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1599 if (is_shero(creature_ptr)) {
1608 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1619 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1622 BIT_FLAGS flgs[TR_FLAG_SIZE];
1624 ACTION_SKILL_POWER pow;
1628 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1629 pow += creature_ptr->lev * 10;
1632 if (is_shero(creature_ptr))
1635 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1637 if (creature_ptr->pclass == CLASS_BERSERKER)
1638 pow += (100 + creature_ptr->lev * 8);
1640 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1641 o_ptr = &creature_ptr->inventory_list[i];
1644 object_flags(creature_ptr, o_ptr, flgs);
1645 if (has_flag(flgs, TR_TUNNEL))
1646 pow += (o_ptr->pval * 20);
1649 for (int i = 0; i < 2; i++) {
1650 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1651 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1652 pow += (o_ptr->weight / 10);
1656 if (is_shero(creature_ptr)) {
1666 static bool is_martial_arts_mode(player_type *creature_ptr)
1668 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1669 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1672 static s16b calc_num_blow(player_type *creature_ptr, int i)
1675 BIT_FLAGS flgs[TR_FLAG_SIZE];
1678 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1679 object_flags(creature_ptr, o_ptr, flgs);
1680 creature_ptr->heavy_wield[i] = FALSE;
1681 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1684 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1685 creature_ptr->heavy_wield[i] = TRUE;
1688 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1689 int str_index, dex_index;
1690 int num = 0, wgt = 0, mul = 0, div = 0;
1692 num = class_info[creature_ptr->pclass].num;
1693 wgt = class_info[creature_ptr->pclass].wgt;
1694 mul = class_info[creature_ptr->pclass].mul;
1696 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1702 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1708 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1709 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1711 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1713 if (creature_ptr->pclass == CLASS_NINJA)
1714 str_index = MAX(0, str_index - 1);
1718 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1722 num_blow = blows_table[str_index][dex_index];
1724 num_blow = (s16b)num;
1726 num_blow += (s16b)creature_ptr->extra_blows[i];
1727 if (creature_ptr->pclass == CLASS_WARRIOR)
1728 num_blow += (creature_ptr->lev / 40);
1729 else if (creature_ptr->pclass == CLASS_BERSERKER)
1730 num_blow += (creature_ptr->lev / 23);
1731 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1734 if (creature_ptr->special_defense & KATA_FUUJIN)
1737 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1747 /* Different calculation for monks with empty hands */
1748 if (is_martial_arts_mode(creature_ptr)) {
1749 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1752 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1762 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1763 if (current_ki != i) {
1764 creature_ptr->to_d[i] += current_ki / 5;
1765 creature_ptr->dis_to_d[i] += current_ki / 5;
1784 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1787 if (creature_ptr->special_defense & KAMAE_GENBU) {
1788 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1789 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1791 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1795 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1796 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1797 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1799 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1800 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1804 num_blow += 1 + creature_ptr->extra_blows[0];
1807 if (has_not_ninja_weapon(creature_ptr, i)) {
1818 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1822 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1823 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1829 * * 変異MUT3_HYPER_STRで加算(+4)
1830 * * 変異MUT3_PUNYで減算(-4)
1831 * * ネオ・つよしスペシャル中で加算(+4)
1833 static s16b calc_strength_addition(player_type *creature_ptr)
1836 const player_race *tmp_rp_ptr;
1837 if (creature_ptr->mimic_form)
1838 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1840 tmp_rp_ptr = &race_info[creature_ptr->prace];
1841 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1842 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1843 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1845 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1846 if (creature_ptr->lev > 25)
1848 if (creature_ptr->lev > 40)
1850 if (creature_ptr->lev > 45)
1854 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1856 BIT_FLAGS flgs[TR_FLAG_SIZE];
1857 o_ptr = &creature_ptr->inventory_list[i];
1860 object_flags(creature_ptr, o_ptr, flgs);
1861 if (has_flag(flgs, TR_STR)) {
1866 if (creature_ptr->realm1 == REALM_HEX) {
1867 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1870 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1875 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1879 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1881 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1885 if (creature_ptr->muta3) {
1887 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1891 if (creature_ptr->muta3 & MUT3_PUNY) {
1896 if (creature_ptr->tsuyoshi) {
1904 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1908 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1914 * * 変異MUT3_HYPER_INTで加算(+4)
1915 * * 変異MUT3_MORONICで減算(-4)
1917 s16b calc_intelligence_addition(player_type *creature_ptr)
1920 const player_race *tmp_rp_ptr;
1921 if (creature_ptr->mimic_form)
1922 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1924 tmp_rp_ptr = &race_info[creature_ptr->prace];
1925 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1926 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1927 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1929 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1931 BIT_FLAGS flgs[TR_FLAG_SIZE];
1932 o_ptr = &creature_ptr->inventory_list[i];
1935 object_flags(creature_ptr, o_ptr, flgs);
1936 if (has_flag(flgs, TR_INT)) {
1941 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1945 if (creature_ptr->special_defense & KAMAE_GENBU) {
1947 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1951 if (creature_ptr->muta3) {
1952 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1956 if (creature_ptr->muta3 & MUT3_MORONIC) {
1966 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1970 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1976 * * 変異MUT3_HYPER_INTで加算(+4)
1977 * * 変異MUT3_MORONICで減算(-4)
1979 static s16b calc_wisdom_addition(player_type *creature_ptr)
1982 const player_race *tmp_rp_ptr;
1983 if (creature_ptr->mimic_form)
1984 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1986 tmp_rp_ptr = &race_info[creature_ptr->prace];
1987 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1988 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1989 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1991 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1993 BIT_FLAGS flgs[TR_FLAG_SIZE];
1994 o_ptr = &creature_ptr->inventory_list[i];
1997 object_flags(creature_ptr, o_ptr, flgs);
1998 if (has_flag(flgs, TR_WIS)) {
2003 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2007 if (creature_ptr->special_defense & KAMAE_GENBU) {
2009 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2013 if (creature_ptr->muta3) {
2015 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2019 if (creature_ptr->muta3 & MUT3_MORONIC) {
2029 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2033 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2034 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2040 * * 変異MUT3_IRON_SKINで減算(-1)
2041 * * 変異MUT3_LIMBERで加算(+3)
2042 * * 変異MUT3_ARTHRITISで減算(-3)
2044 static s16b calc_dexterity_addition(player_type *creature_ptr)
2047 const player_race *tmp_rp_ptr;
2048 if (creature_ptr->mimic_form)
2049 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2051 tmp_rp_ptr = &race_info[creature_ptr->prace];
2052 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2053 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2054 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2056 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2057 if (creature_ptr->lev > 25)
2059 if (creature_ptr->lev > 40)
2061 if (creature_ptr->lev > 45)
2065 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2067 BIT_FLAGS flgs[TR_FLAG_SIZE];
2068 o_ptr = &creature_ptr->inventory_list[i];
2071 object_flags(creature_ptr, o_ptr, flgs);
2072 if (has_flag(flgs, TR_DEX)) {
2077 if (creature_ptr->realm1 == REALM_HEX) {
2078 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2083 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2087 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2089 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2091 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2095 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2099 if (creature_ptr->muta3 & MUT3_LIMBER) {
2103 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2112 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2116 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2117 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2123 * * 変異MUT3_RESILIENTで加算(+4)
2124 * * 変異MUT3_ALBINOで減算(-4)
2125 * * 変異MUT3_XTRA_FATで加算(+2)
2126 * * 変異MUT3_FLESH_ROTで減算(-2)
2127 * * ネオ・つよしスペシャル中で加算(+4)
2129 static s16b calc_constitution_addition(player_type *creature_ptr)
2132 const player_race *tmp_rp_ptr;
2133 if (creature_ptr->mimic_form)
2134 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2136 tmp_rp_ptr = &race_info[creature_ptr->prace];
2137 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2138 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2139 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2141 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2142 if (creature_ptr->lev > 25)
2144 if (creature_ptr->lev > 40)
2146 if (creature_ptr->lev > 45)
2150 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2152 BIT_FLAGS flgs[TR_FLAG_SIZE];
2153 o_ptr = &creature_ptr->inventory_list[i];
2156 object_flags(creature_ptr, o_ptr, flgs);
2157 if (has_flag(flgs, TR_CON))
2161 if (creature_ptr->realm1 == REALM_HEX) {
2162 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2167 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2171 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2173 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2175 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2179 if (creature_ptr->muta3) {
2180 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2184 if (creature_ptr->muta3 & MUT3_ALBINO) {
2188 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2192 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2197 if (creature_ptr->tsuyoshi) {
2206 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2210 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2213 * * 変異MUT3_FLESH_ROTで減算(-1)
2214 * * 変異MUT3_SILLY_VOIで減算(-4)
2215 * * 変異MUT3_BLANK_FACで減算(-1)
2216 * * 変異MUT3_WART_SKINで減算(-2)
2217 * * 変異MUT3_SCALESで減算(-1)
2218 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2220 static s16b calc_charisma_addition(player_type *creature_ptr)
2223 const player_race *tmp_rp_ptr;
2224 if (creature_ptr->mimic_form)
2225 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2227 tmp_rp_ptr = &race_info[creature_ptr->prace];
2228 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2229 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2230 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2232 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2234 BIT_FLAGS flgs[TR_FLAG_SIZE];
2235 o_ptr = &creature_ptr->inventory_list[i];
2238 object_flags(creature_ptr, o_ptr, flgs);
2239 if (has_flag(flgs, TR_CHR))
2243 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2247 if (creature_ptr->muta3) {
2248 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2251 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2254 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2257 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2260 if (creature_ptr->muta3 & MUT3_SCALES) {
2263 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2273 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2276 * * 性格なまけものなら加算(+10)
2278 * * 性格ちからじまんとがまんづよいなら加算(+1)
2279 * * 性格チャージマンなら加算(+5)
2280 * * 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)
2282 static s16b calc_to_magic_chance(player_type *creature_ptr)
2286 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2288 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2290 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2292 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2295 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2297 BIT_FLAGS flgs[TR_FLAG_SIZE];
2298 o_ptr = &creature_ptr->inventory_list[i];
2301 object_flags(creature_ptr, o_ptr, flgs);
2302 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2303 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2313 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2315 ARMOUR_CLASS ac = 0;
2316 if (creature_ptr->yoiyami)
2319 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2321 o_ptr = &creature_ptr->inventory_list[i];
2327 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2328 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2329 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2335 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2337 ARMOUR_CLASS ac = 0;
2338 if (creature_ptr->yoiyami)
2341 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2343 if (creature_ptr->mimic_form) {
2344 switch (creature_ptr->mimic_form) {
2348 case MIMIC_DEMON_LORD:
2356 if (creature_ptr->pclass == CLASS_BERSERKER) {
2357 ac += 10 + creature_ptr->lev / 2;
2359 if (creature_ptr->pclass == CLASS_SORCERER) {
2363 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2365 o_ptr = &creature_ptr->inventory_list[i];
2368 if (is_true_value || object_is_known(o_ptr))
2371 if (o_ptr->curse_flags & TRC_LOW_AC) {
2372 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2373 if (is_true_value || object_is_fully_known(o_ptr))
2376 if (is_true_value || object_is_fully_known(o_ptr))
2381 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2386 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2387 ac += 10 + (creature_ptr->lev * 2 / 5);
2390 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2394 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2398 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2402 if (creature_ptr->muta3 & MUT3_SCALES) {
2406 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2410 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2411 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2412 ac += (creature_ptr->lev * 3) / 2;
2414 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2415 ac += ((creature_ptr->lev - 13) / 3);
2417 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2418 ac += ((creature_ptr->lev - 8) / 3);
2420 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2421 ac += (creature_ptr->lev - 2) / 3;
2423 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2424 ac += (creature_ptr->lev / 2);
2426 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2427 ac += (creature_ptr->lev / 3);
2431 if (creature_ptr->realm1 == REALM_HEX) {
2432 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2436 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2437 object_type *o_ptr = &creature_ptr->inventory_list[i];
2440 if (!object_is_armour(creature_ptr, o_ptr))
2442 if (!object_is_cursed(o_ptr))
2444 if (o_ptr->curse_flags & TRC_CURSED)
2446 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2448 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2453 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2455 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2457 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2461 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2463 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2467 if (is_blessed(creature_ptr)) {
2471 if (is_shero(creature_ptr)) {
2475 if (creature_ptr->pclass == CLASS_NINJA) {
2476 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2477 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2478 ac += creature_ptr->lev / 2 + 5;
2487 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2492 * ** クラッコンと妖精に加算(+レベル/10)
2493 * ** 悪魔変化/吸血鬼変化で加算(+3)
2495 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2496 * ** 忍者の装備が重ければ減算(-レベル/10)
2497 * ** 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)
2498 * ** 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)
2499 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2500 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2503 * ** 呪術「衝撃のクローク」で加算(+3)
2506 * ** 変異MUT3_XTRA_FATなら減算(-2)
2507 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2508 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2509 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2510 * ** そうでなく浮遊を持っていないなら減算(-2)
2511 * ** 棘セット装備中ならば加算(+7)
2512 * * 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
2514 * * 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
2517 static s16b calc_speed(player_type *creature_ptr)
2519 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2520 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2524 int j = calc_inventory_weight(creature_ptr);
2527 if (!creature_ptr->riding) {
2528 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2529 pow += (creature_ptr->lev) / 10;
2531 if (creature_ptr->mimic_form) {
2532 switch (creature_ptr->mimic_form) {
2536 case MIMIC_DEMON_LORD:
2545 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2546 object_type *o_ptr = &creature_ptr->inventory_list[i];
2547 BIT_FLAGS flgs[TR_FLAG_SIZE];
2548 object_flags(creature_ptr, o_ptr, flgs);
2552 if (has_flag(flgs, TR_SPEED))
2556 if (creature_ptr->pclass == CLASS_NINJA) {
2557 if (heavy_armor(creature_ptr)) {
2558 pow -= (creature_ptr->lev) / 10;
2559 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2560 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2562 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2563 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2564 pow += (creature_ptr->lev) / 10;
2568 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2569 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2570 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2571 pow += (creature_ptr->lev) / 10;
2574 if (creature_ptr->pclass == CLASS_BERSERKER) {
2576 if (creature_ptr->lev > 29)
2578 if (creature_ptr->lev > 39)
2580 if (creature_ptr->lev > 44)
2582 if (creature_ptr->lev > 49)
2586 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2587 pow += (creature_ptr->lev) / 10 + 5;
2590 if (is_fast(creature_ptr)) {
2594 if (creature_ptr->slow) {
2598 if (creature_ptr->realm1 == REALM_HEX) {
2599 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2604 if (creature_ptr->food >= PY_FOOD_MAX)
2607 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2610 if (creature_ptr->muta3) {
2612 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2616 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2620 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2625 if (creature_ptr->prace == RACE_MERFOLK) {
2626 if (has_flag(f_ptr->flags, FF_WATER)) {
2627 pow += (2 + creature_ptr->lev / 10);
2628 } else if (!creature_ptr->levitation) {
2633 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2634 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2639 count = (int)calc_weight_limit(creature_ptr);
2641 pow -= ((j - count) / (count / 5));
2644 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2645 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2646 SPEED speed = riding_m_ptr->mspeed;
2648 if (riding_m_ptr->mspeed > 110) {
2649 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2656 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2658 if (monster_fast_remaining(riding_m_ptr))
2660 if (monster_slow_remaining(riding_m_ptr))
2663 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2664 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2666 count = 1500 + riding_r_ptr->level * 25;
2668 pow -= ((j - count) / (count / 5));
2671 if (creature_ptr->action == ACTION_SEARCH)
2674 /* Maximum speed is (+99). (internally it's 110 + 99) */
2675 /* Temporary lightspeed forces to be maximum speed */
2676 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2680 /* Minimum speed is (-99). (internally it's 110 - 99) */
2688 * @brief 二刀流ペナルティ量計算
2689 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2690 * @param slot ペナルティ量を計算する武器スロット
2696 * * マンゴーシュ/脇差を左に装備した場合の軽減
2700 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2703 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2704 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2705 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2706 penalty = penalty / 2 - 5;
2708 if (creature_ptr->easy_2weapon) {
2711 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2712 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2713 penalty = MAX(0, penalty - 10);
2715 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2716 penalty = MIN(0, penalty);
2718 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2720 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2724 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2727 return (s16b)penalty;
2730 static void calc_ind_status(player_type *creature_ptr, int status)
2733 if (creature_ptr->stat_use[status] <= 18)
2734 ind = (creature_ptr->stat_use[status] - 3);
2735 else if (creature_ptr->stat_use[status] <= 18 + 219)
2736 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2740 if (creature_ptr->stat_ind[status] == ind)
2743 creature_ptr->stat_ind[status] = (s16b)ind;
2744 if (status == A_CON) {
2745 creature_ptr->update |= (PU_HP);
2746 } else if (status == A_INT) {
2747 if (mp_ptr->spell_stat == A_INT) {
2748 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2750 } else if (status == A_WIS) {
2751 if (mp_ptr->spell_stat == A_WIS) {
2752 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2754 } else if (status == A_CHR) {
2755 if (mp_ptr->spell_stat == A_CHR) {
2756 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2760 creature_ptr->window |= (PW_PLAYER);
2763 static void calc_use_status(player_type *creature_ptr, int status)
2765 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2767 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2768 /* 10 to 18/90 charisma, guaranteed, based on level */
2769 if (use < 8 + 2 * creature_ptr->lev) {
2770 use = 8 + 2 * creature_ptr->lev;
2774 if (creature_ptr->stat_use[status] != use) {
2775 creature_ptr->stat_use[status] = (s16b)use;
2776 creature_ptr->redraw |= (PR_STATS);
2777 creature_ptr->window |= (PW_PLAYER);
2781 static void calc_top_status(player_type *creature_ptr, int status)
2783 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2785 if (creature_ptr->stat_top[status] != top) {
2786 creature_ptr->stat_top[status] = (s16b)top;
2787 creature_ptr->redraw |= (PR_STATS);
2788 creature_ptr->window |= (PW_PLAYER);
2792 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2794 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2795 if (!creature_ptr->riding)
2800 creature_ptr->riding_ryoute = FALSE;
2802 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2803 creature_ptr->riding_ryoute = TRUE;
2804 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2805 switch (creature_ptr->pclass) {
2807 case CLASS_FORCETRAINER:
2808 case CLASS_BERSERKER:
2809 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2810 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2811 creature_ptr->riding_ryoute = TRUE;
2816 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2817 if (creature_ptr->tval_ammo != TV_ARROW)
2820 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2826 if (creature_ptr->tval_ammo == TV_BOLT)
2832 void put_equipment_warning(player_type *creature_ptr)
2834 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2835 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2837 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."));
2838 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2839 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."));
2841 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."));
2843 creature_ptr->old_heavy_shoot = heavy_shoot;
2846 for (int i = 0; i < 2; i++) {
2847 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2848 if (creature_ptr->heavy_wield[i]) {
2849 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."));
2850 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2851 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2852 } else if (creature_ptr->heavy_wield[1 - i]) {
2853 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2855 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."));
2858 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2861 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2862 if (creature_ptr->riding_wield[i]) {
2863 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."));
2864 } else if (!creature_ptr->riding) {
2865 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2866 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2867 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2870 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2873 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2876 if (creature_ptr->icky_wield[i]) {
2877 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."));
2878 if (current_world_ptr->is_loading_now) {
2879 chg_virtue(creature_ptr, V_FAITH, -1);
2881 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2882 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."));
2884 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."));
2887 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2890 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2891 if (creature_ptr->riding_ryoute) {
2893 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" : "");
2895 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2899 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" : "");
2901 msg_print("You began to control the pet you're riding with one hand.");
2905 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2908 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2909 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2910 if (heavy_armor(creature_ptr)) {
2911 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."));
2912 if (current_world_ptr->is_loading_now) {
2913 chg_virtue(creature_ptr, V_HARMONY, -1);
2916 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2919 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2923 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2925 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2926 int id = slot - INVEN_RARM;
2927 BIT_FLAGS flgs[TR_FLAG_SIZE];
2928 object_flags(creature_ptr, o_ptr, flgs);
2931 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2933 if (is_shero(creature_ptr)) {
2934 damage += 3 + (creature_ptr->lev / 5);
2937 if (creature_ptr->stun > 50) {
2939 } else if (creature_ptr->stun) {
2943 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2945 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2946 damage += creature_ptr->lev / 6;
2947 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2948 damage += creature_ptr->lev / 6;
2950 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2951 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2958 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2959 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2960 if (o_ptr->curse_flags & (TRC_CURSED)) {
2963 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2966 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2972 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2974 o_ptr = &creature_ptr->inventory_list[i];
2975 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2976 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2979 if (!object_is_known(o_ptr) && !is_true_value)
2981 bonus_to_d = o_ptr->to_d;
2983 if (creature_ptr->pclass == CLASS_NINJA) {
2984 if (o_ptr->to_d > 0)
2985 bonus_to_d = (o_ptr->to_d + 1) / 2;
2988 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
2989 damage += (s16b)bonus_to_d;
2990 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
2992 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2994 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2995 } else if (id == get_default_hand(creature_ptr)) {
2996 damage += (s16b)bonus_to_d;
3000 if (get_default_hand(creature_ptr) == id) {
3001 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3002 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3004 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3005 damage += MAX(bonus_to_d, 1);
3009 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3010 damage += (creature_ptr->lev / 6);
3017 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3019 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3021 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3026 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3027 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3029 /* Temporary bonuses */
3030 if (is_blessed(creature_ptr)) {
3034 if (is_hero(creature_ptr)) {
3038 if (is_shero(creature_ptr)) {
3042 if (creature_ptr->stun > 50) {
3044 } else if (creature_ptr->stun) {
3048 /* Default hand bonuses */
3049 int id = slot - INVEN_RARM;
3050 int default_hand = get_default_hand(creature_ptr);
3051 if (default_hand == id) {
3052 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3053 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3054 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3055 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3058 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3059 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3061 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);
3062 hit += MAX(bonus_to_h, 1);
3066 /* Bonuses and penalties by weapon */
3067 if (has_melee_weapon(creature_ptr, slot)) {
3068 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3069 BIT_FLAGS flgs[TR_FLAG_SIZE];
3070 object_flags(creature_ptr, o_ptr, flgs);
3072 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3073 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3075 /* Traind bonuses */
3076 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3078 /* Weight penalty */
3079 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3080 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3083 /* Low melee penalty */
3084 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3085 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3092 /* Riding bonus and penalty */
3093 if (creature_ptr->riding) {
3094 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3099 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3100 && !has_flag(flgs, TR_RIDING)) {
3103 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3106 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3111 hit -= (s16b)penalty;
3114 /* Class penalties */
3115 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3117 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3118 hit += creature_ptr->lev / 5;
3119 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3120 hit += creature_ptr->lev / 5;
3122 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3123 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3130 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3134 /* Hex realm bonuses */
3135 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3136 if (o_ptr->curse_flags & (TRC_CURSED)) {
3139 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3142 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3145 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3151 /* Bonuses from inventory */
3152 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3153 object_type *o_ptr = &creature_ptr->inventory_list[i];
3155 /* Ignore empty hands, handed weapons, bows and capture balls */
3157 || o_ptr->tval == TV_CAPTURE
3158 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3159 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3163 /* Fake value does not include unknown objects' value */
3164 if (is_true_value || !object_is_known(o_ptr))
3167 int bonus_to_h = o_ptr->to_h;
3169 /* When wields only a weapon */
3170 if (creature_ptr->pclass == CLASS_NINJA) {
3171 if (o_ptr->to_h > 0)
3172 bonus_to_h = (o_ptr->to_h + 1) / 2;
3175 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3176 hit += (s16b)bonus_to_h;
3180 /* When wields two weapons on each hand */
3181 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3182 if (default_hand == 0)
3183 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3184 if (default_hand == 1)
3185 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3189 if (default_hand == id)
3190 hit += (s16b)bonus_to_h;
3193 /* Martial arts bonus */
3194 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3195 hit += (creature_ptr->lev / 3);
3198 /* Two handed combat penalty */
3199 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3204 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3208 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3209 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3213 BIT_FLAGS flgs[TR_FLAG_SIZE];
3214 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3216 object_flags(creature_ptr, o_ptr, flgs);
3218 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3219 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3228 if (creature_ptr->stun > 50) {
3230 } else if (creature_ptr->stun) {
3234 if (is_blessed(creature_ptr)) {
3238 if (is_hero(creature_ptr)) {
3242 if (is_shero(creature_ptr)) {
3246 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3248 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3249 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3253 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3254 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3255 pow += (10 + (creature_ptr->lev / 5));
3261 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3263 o_ptr = &creature_ptr->inventory_list[i];
3264 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3265 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3268 bonus_to_h = o_ptr->to_h;
3270 if (creature_ptr->pclass == CLASS_NINJA) {
3271 if (o_ptr->to_h > 0)
3272 bonus_to_h = (o_ptr->to_h + 1) / 2;
3275 if (is_true_value || object_is_known(o_ptr))
3276 pow += (s16b)bonus_to_h;
3279 pow -= calc_riding_bow_penalty(creature_ptr);
3284 static s16b calc_to_damage_misc(player_type *creature_ptr)
3287 BIT_FLAGS flgs[TR_FLAG_SIZE];
3291 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3292 o_ptr = &creature_ptr->inventory_list[i];
3296 object_flags(creature_ptr, o_ptr, flgs);
3298 int bonus_to_d = o_ptr->to_d;
3299 if (creature_ptr->pclass == CLASS_NINJA) {
3300 if (o_ptr->to_d > 0)
3301 bonus_to_d = (o_ptr->to_d + 1) / 2;
3303 to_dam += (s16b)bonus_to_d;
3306 if (is_shero(creature_ptr)) {
3307 to_dam += 3 + (creature_ptr->lev / 5);
3310 if (creature_ptr->stun > 50) {
3312 } else if (creature_ptr->stun) {
3316 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3320 static s16b calc_to_hit_misc(player_type *creature_ptr)
3323 BIT_FLAGS flgs[TR_FLAG_SIZE];
3327 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3328 o_ptr = &creature_ptr->inventory_list[i];
3332 object_flags(creature_ptr, o_ptr, flgs);
3334 int bonus_to_h = o_ptr->to_h;
3335 if (creature_ptr->pclass == CLASS_NINJA) {
3336 if (o_ptr->to_h > 0)
3337 bonus_to_h = (o_ptr->to_h + 1) / 2;
3339 to_hit += (s16b)bonus_to_h;
3342 if (is_blessed(creature_ptr)) {
3346 if (is_hero(creature_ptr)) {
3350 if (is_shero(creature_ptr)) {
3354 if (creature_ptr->stun > 50) {
3356 } else if (creature_ptr->stun) {
3360 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3361 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3366 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3368 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3371 if (creature_ptr->riding) {
3373 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3381 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3383 (void)creature_ptr; // unused
3384 (void)slot; // unused
3389 * @brief プレイヤーの所持重量制限を計算する /
3390 * Computes current weight limit.
3393 WEIGHT calc_weight_limit(player_type *creature_ptr)
3395 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3396 if (creature_ptr->pclass == CLASS_BERSERKER)
3402 * @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 /
3403 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3404 * @return 持っているならばTRUE
3406 bool has_melee_weapon(player_type *creature_ptr, int slot)
3408 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3412 * @brief プレイヤーの現在開いている手の状態を返す
3413 * @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。
3414 * @return 開いている手のビットフラグ
3416 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3418 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3419 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3420 status |= EMPTY_HAND_RARM;
3421 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3422 status |= EMPTY_HAND_LARM;
3424 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3425 if (status & EMPTY_HAND_LARM)
3426 status &= ~(EMPTY_HAND_LARM);
3427 else if (status & EMPTY_HAND_RARM)
3428 status &= ~(EMPTY_HAND_RARM);
3435 * @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。
3436 * @return ペナルティが適用されるならばTRUE。
3438 bool heavy_armor(player_type *creature_ptr)
3440 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3443 WEIGHT monk_arm_wgt = 0;
3444 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3445 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3446 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3447 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3448 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3449 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3450 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3451 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3452 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3454 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3458 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3460 * @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。
3462 void update_creature(player_type *creature_ptr)
3464 if (!creature_ptr->update)
3467 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3468 if (creature_ptr->update & (PU_AUTODESTROY)) {
3469 creature_ptr->update &= ~(PU_AUTODESTROY);
3470 autopick_delayed_alter(creature_ptr);
3473 if (creature_ptr->update & (PU_COMBINE)) {
3474 creature_ptr->update &= ~(PU_COMBINE);
3475 combine_pack(creature_ptr);
3478 if (creature_ptr->update & (PU_REORDER)) {
3479 creature_ptr->update &= ~(PU_REORDER);
3480 reorder_pack(creature_ptr);
3483 if (creature_ptr->update & (PU_BONUS)) {
3484 creature_ptr->update &= ~(PU_BONUS);
3485 calc_alignment(creature_ptr);
3486 calc_bonuses(creature_ptr);
3489 if (creature_ptr->update & (PU_TORCH)) {
3490 creature_ptr->update &= ~(PU_TORCH);
3491 calc_lite_radius(creature_ptr);
3494 if (creature_ptr->update & (PU_HP)) {
3495 creature_ptr->update &= ~(PU_HP);
3496 calc_hitpoints(creature_ptr);
3499 if (creature_ptr->update & (PU_MANA)) {
3500 creature_ptr->update &= ~(PU_MANA);
3501 calc_mana(creature_ptr);
3504 if (creature_ptr->update & (PU_SPELLS)) {
3505 creature_ptr->update &= ~(PU_SPELLS);
3506 calc_spells(creature_ptr);
3509 if (!current_world_ptr->character_generated)
3511 if (current_world_ptr->character_icky)
3513 if (creature_ptr->update & (PU_UN_LITE)) {
3514 creature_ptr->update &= ~(PU_UN_LITE);
3515 forget_lite(floor_ptr);
3518 if (creature_ptr->update & (PU_UN_VIEW)) {
3519 creature_ptr->update &= ~(PU_UN_VIEW);
3520 forget_view(floor_ptr);
3523 if (creature_ptr->update & (PU_VIEW)) {
3524 creature_ptr->update &= ~(PU_VIEW);
3525 update_view(creature_ptr);
3528 if (creature_ptr->update & (PU_LITE)) {
3529 creature_ptr->update &= ~(PU_LITE);
3530 update_lite(creature_ptr);
3533 if (creature_ptr->update & (PU_FLOW)) {
3534 creature_ptr->update &= ~(PU_FLOW);
3535 update_flow(creature_ptr);
3538 if (creature_ptr->update & (PU_DISTANCE)) {
3539 creature_ptr->update &= ~(PU_DISTANCE);
3541 update_monsters(creature_ptr, TRUE);
3544 if (creature_ptr->update & (PU_MON_LITE)) {
3545 creature_ptr->update &= ~(PU_MON_LITE);
3546 update_mon_lite(creature_ptr);
3549 if (creature_ptr->update & (PU_DELAY_VIS)) {
3550 creature_ptr->update &= ~(PU_DELAY_VIS);
3551 delayed_visual_update(creature_ptr);
3554 if (creature_ptr->update & (PU_MONSTERS)) {
3555 creature_ptr->update &= ~(PU_MONSTERS);
3556 update_monsters(creature_ptr, FALSE);
3561 * @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
3562 * @return 魔道書を一冊も持っていないならTRUEを返す
3564 bool player_has_no_spellbooks(player_type *creature_ptr)
3567 for (int i = 0; i < INVEN_PACK; i++) {
3568 o_ptr = &creature_ptr->inventory_list[i];
3569 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3573 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3574 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3575 o_ptr = &floor_ptr->o_list[i];
3576 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3583 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3585 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3588 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3591 * @return 配置に成功したらTRUE
3593 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3595 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3598 /* Save player location */
3599 creature_ptr->y = y;
3600 creature_ptr->x = x;
3605 * @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
3608 void wreck_the_pattern(player_type *creature_ptr)
3610 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3611 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3612 if (pattern_type == PATTERN_TILE_WRECKED)
3615 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3616 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3618 if (!is_invuln(creature_ptr))
3619 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3621 int to_ruin = randint1(45) + 35;
3624 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3626 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3627 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3631 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3635 * @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 /
3636 * Advance experience levels and print experience
3639 void check_experience(player_type *creature_ptr)
3641 if (creature_ptr->exp < 0)
3642 creature_ptr->exp = 0;
3643 if (creature_ptr->max_exp < 0)
3644 creature_ptr->max_exp = 0;
3645 if (creature_ptr->max_max_exp < 0)
3646 creature_ptr->max_max_exp = 0;
3648 if (creature_ptr->exp > PY_MAX_EXP)
3649 creature_ptr->exp = PY_MAX_EXP;
3650 if (creature_ptr->max_exp > PY_MAX_EXP)
3651 creature_ptr->max_exp = PY_MAX_EXP;
3652 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3653 creature_ptr->max_max_exp = PY_MAX_EXP;
3655 if (creature_ptr->exp > creature_ptr->max_exp)
3656 creature_ptr->max_exp = creature_ptr->exp;
3657 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3658 creature_ptr->max_max_exp = creature_ptr->max_exp;
3660 creature_ptr->redraw |= (PR_EXP);
3661 handle_stuff(creature_ptr);
3663 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3664 PLAYER_LEVEL old_lev = creature_ptr->lev;
3665 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3666 creature_ptr->lev--;
3667 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3668 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3669 creature_ptr->window |= (PW_PLAYER);
3670 handle_stuff(creature_ptr);
3673 bool level_reward = FALSE;
3674 bool level_mutation = FALSE;
3675 bool level_inc_stat = FALSE;
3676 while ((creature_ptr->lev < PY_MAX_LEVEL)
3677 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3678 creature_ptr->lev++;
3679 if (creature_ptr->lev > creature_ptr->max_plv) {
3680 creature_ptr->max_plv = creature_ptr->lev;
3682 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3683 level_reward = TRUE;
3685 if (creature_ptr->prace == RACE_BEASTMAN) {
3687 level_mutation = TRUE;
3689 level_inc_stat = TRUE;
3691 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3695 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3696 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3697 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3698 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3699 creature_ptr->level_up_message = TRUE;
3700 handle_stuff(creature_ptr);
3702 creature_ptr->level_up_message = FALSE;
3703 if (level_inc_stat) {
3704 if (!(creature_ptr->max_plv % 10)) {
3711 cnv_stat(creature_ptr->stat_max[0], tmp);
3712 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3713 cnv_stat(creature_ptr->stat_max[1], tmp);
3714 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3715 cnv_stat(creature_ptr->stat_max[2], tmp);
3716 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3717 cnv_stat(creature_ptr->stat_max[3], tmp);
3718 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3719 cnv_stat(creature_ptr->stat_max[4], tmp);
3720 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3721 cnv_stat(creature_ptr->stat_max[5], tmp);
3722 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3725 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3729 if ((choice >= 'a') && (choice <= 'f'))
3732 for (n = 0; n < A_MAX; n++)
3733 if (n != choice - 'a')
3735 if (get_check(_("よろしいですか?", "Are you sure? ")))
3738 do_inc_stat(creature_ptr, choice - 'a');
3740 } else if (!(creature_ptr->max_plv % 2))
3741 do_inc_stat(creature_ptr, randint0(6));
3744 if (level_mutation) {
3745 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3746 (void)gain_mutation(creature_ptr, 0);
3747 level_mutation = FALSE;
3751 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3755 gain_level_reward(creature_ptr, 0);
3756 level_reward = FALSE;
3759 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3760 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3761 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3762 handle_stuff(creature_ptr);
3765 if (old_lev != creature_ptr->lev)
3766 autopick_load_pref(creature_ptr, FALSE);
3770 * @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
3772 * @param out_val 出力先文字列ポインタ
3775 void cnv_stat(int val, char *out_val)
3778 sprintf(out_val, " %2d", val);
3782 int bonus = (val - 18);
3784 sprintf(out_val, "18/%3s", "***");
3785 } else if (bonus >= 100) {
3786 sprintf(out_val, "18/%03d", bonus);
3788 sprintf(out_val, " 18/%02d", bonus);
3793 * @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。
3794 * Modify a stat value by a "modifier", return new value
3796 * @param amount 加減算値
3800 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3801 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3802 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3803 * Or even: 18/13, 18/03, 18, 17, ..., 3
3806 s16b modify_stat_value(int value, int amount)
3809 for (int i = 0; i < amount; i++) {
3815 } else if (amount < 0) {
3816 for (int i = 0; i < (0 - amount); i++) {
3817 if (value >= 18 + 10)
3819 else if (value > 18)
3831 * Hack -- Calculates the total number of points earned -JWT-
3835 long calc_score(player_type *creature_ptr)
3837 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3850 if (ironman_small_levels)
3852 if (ironman_empty_levels)
3858 if (ironman_nightmare)
3865 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3866 if (max_dlv[i] > max_dl)
3867 max_dl = max_dlv[i];
3869 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3870 u32b point_h = point_l / 0x10000L;
3871 point_l = point_l % 0x10000L;
3874 point_h += point_l / 0x10000L;
3875 point_l %= 0x10000L;
3877 point_l += ((point_h % 100) << 16);
3881 u32b point = (point_h << 16) + (point_l);
3882 if (creature_ptr->arena_number >= 0)
3883 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3885 if (ironman_downward)
3887 if (creature_ptr->pclass == CLASS_BERSERKER) {
3888 if (creature_ptr->prace == RACE_SPECTRE)
3892 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3894 if (current_world_ptr->total_winner)
3899 point = (0 - point);
3905 * @param creature_ptr プレーヤーへの参照ポインタ
3906 * @return 祝福状態ならばTRUE
3908 bool is_blessed(player_type *creature_ptr)
3910 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3913 bool is_tim_esp(player_type *creature_ptr)
3915 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3918 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3920 bool is_time_limit_esp(player_type *creature_ptr)
3922 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3925 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3927 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3930 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3933 void stop_singing(player_type *creature_ptr)
3935 if (creature_ptr->pclass != CLASS_BARD)
3938 /* Are there interupted song? */
3939 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3940 /* Forget interupted song */
3941 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3945 /* The player is singing? */
3946 if (!SINGING_SONG_EFFECT(creature_ptr))
3949 /* Hack -- if called from set_action(), avoid recursive loop */
3950 if (creature_ptr->action == ACTION_SING)
3951 set_action(creature_ptr, ACTION_NONE);
3953 /* Message text of each song or etc. */
3954 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3956 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3957 SINGING_SONG_ID(creature_ptr) = 0;
3958 creature_ptr->update |= (PU_BONUS);
3959 creature_ptr->redraw |= (PR_STATUS);
3963 * @brief 口を使う継続的な処理を中断する
3964 * @param caster_ptr プレーヤーへの参照ポインタ
3967 void stop_mouth(player_type *caster_ptr)
3969 if (music_singing_any(caster_ptr))
3970 stop_singing(caster_ptr);
3971 if (hex_spelling_any(caster_ptr))
3972 stop_hex_spell_all(caster_ptr);
3976 * @brief ペットの維持コスト計算
3979 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3982 bool has_a_unique = FALSE;
3983 DEPTH total_friend_levels = 0;
3987 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
3988 monster_type *m_ptr;
3989 monster_race *r_ptr;
3991 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
3992 if (!monster_is_valid(m_ptr))
3994 r_ptr = &r_info[m_ptr->r_idx];
3996 if (is_pet(m_ptr)) {
3998 if (r_ptr->flags1 & RF1_UNIQUE) {
3999 if (creature_ptr->pclass == CLASS_CAVALRY) {
4000 if (creature_ptr->riding == m_idx)
4001 total_friend_levels += (r_ptr->level + 5) * 2;
4002 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4003 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4005 total_friend_levels += (r_ptr->level + 5) * 10;
4006 has_a_unique = TRUE;
4008 total_friend_levels += (r_ptr->level + 5) * 10;
4010 total_friend_levels += r_ptr->level;
4014 if (total_friends) {
4016 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4017 if (upkeep_factor < 0)
4019 if (upkeep_factor > 1000)
4020 upkeep_factor = 1000;
4021 return upkeep_factor;
4026 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4028 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4030 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4032 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4034 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4036 bool is_echizen(player_type *creature_ptr)
4038 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4041 int calc_weapon_weight_limit(player_type *creature_ptr)
4043 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4045 if (has_two_handed_weapons(creature_ptr))
4051 static int get_default_hand(player_type *creature_ptr)
4053 int default_hand = 0;
4055 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4056 if (!has_right_hand_weapon(creature_ptr))
4060 if (can_two_hands_wielding(creature_ptr)) {
4061 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4062 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4063 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4064 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4070 return default_hand;