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 "avatar/avatar.h"
6 #include "cmd-action/cmd-pet.h"
7 #include "cmd-action/cmd-spell.h"
8 #include "cmd-io/cmd-dump.h"
9 #include "cmd-item/cmd-magiceat.h"
10 #include "combat/attack-power-table.h"
11 #include "core/asking-player.h"
12 #include "core/stuff-handler.h"
13 #include "core/window-redrawer.h"
14 #include "dungeon/dungeon-flag-types.h"
15 #include "effect/effect-characteristics.h"
16 #include "floor/cave.h"
17 #include "floor/floor-events.h"
18 #include "floor/floor-leaver.h"
19 #include "floor/floor-save.h"
20 #include "floor/floor-util.h"
21 #include "game-option/birth-options.h"
22 #include "grid/feature.h"
23 #include "grid/grid.h"
24 #include "inventory/inventory-object.h"
25 #include "io/input-key-acceptor.h"
26 #include "io/write-diary.h"
27 #include "main/sound-definitions-table.h"
28 #include "main/sound-of-music.h"
29 #include "market/arena-info-table.h"
30 #include "mind/mind-force-trainer.h"
31 #include "mind/mind-ninja.h"
32 #include "monster-floor/monster-lite.h"
33 #include "monster-floor/monster-remover.h"
34 #include "monster-race/monster-race-hook.h"
35 #include "monster-race/monster-race.h"
36 #include "monster-race/race-flags1.h"
37 #include "monster-race/race-flags2.h"
38 #include "monster-race/race-flags7.h"
39 #include "monster/monster-update.h"
40 #include "monster/smart-learn-types.h"
41 #include "mutation/mutation-calculator.h"
42 #include "mutation/mutation-flag-types.h"
43 #include "mutation/mutation-investor-remover.h"
44 #include "object-enchant/object-ego.h"
45 #include "object-enchant/special-object-flags.h"
46 #include "object-enchant/tr-types.h"
47 #include "object-enchant/trc-types.h"
48 #include "object-hook/hook-armor.h"
49 #include "object/object-flags.h"
50 #include "object/object-info.h"
51 #include "object/object-mark-types.h"
52 #include "perception/object-perception.h"
53 #include "pet/pet-util.h"
54 #include "player-ability/player-charisma.h"
55 #include "player-ability/player-constitution.h"
56 #include "player-ability/player-dexterity.h"
57 #include "player-ability/player-intelligence.h"
58 #include "player-ability/player-strength.h"
59 #include "player-ability/player-wisdom.h"
60 #include "player-base/player-class.h"
61 #include "player-base/player-race.h"
62 #include "player-info/alignment.h"
63 #include "player-info/class-info.h"
64 #include "player-info/equipment-info.h"
65 #include "player-info/mimic-info-table.h"
66 #include "player-info/monk-data-type.h"
67 #include "player-info/samurai-data-type.h"
68 #include "player-info/sniper-data-type.h"
69 #include "player-status/player-basic-statistics.h"
70 #include "player-status/player-hand-types.h"
71 #include "player-status/player-infravision.h"
72 #include "player-status/player-speed.h"
73 #include "player-status/player-stealth.h"
74 #include "player/attack-defense-types.h"
75 #include "player/digestion-processor.h"
76 #include "player/patron.h"
77 #include "player/player-damage.h"
78 #include "player/player-move.h"
79 #include "player/player-personality-types.h"
80 #include "player/player-personality.h"
81 #include "player/player-skill.h"
82 #include "player/player-status-flags.h"
83 #include "player/player-status-table.h"
84 #include "player/player-view.h"
85 #include "player/race-info-table.h"
86 #include "player/special-defense-types.h"
87 #include "realm/realm-hex-numbers.h"
88 #include "realm/realm-names-table.h"
89 #include "realm/realm-song-numbers.h"
90 #include "specific-object/torch.h"
91 #include "spell-realm/spells-hex.h"
92 #include "spell-realm/spells-song.h"
93 #include "spell/range-calc.h"
94 #include "spell/spells-describer.h"
95 #include "spell/spells-execution.h"
96 #include "spell/spells-status.h"
97 #include "spell/technic-info-table.h"
98 #include "status/action-setter.h"
99 #include "status/base-status.h"
100 #include "sv-definition/sv-lite-types.h"
101 #include "sv-definition/sv-weapon-types.h"
102 #include "system/dungeon-info.h"
103 #include "system/floor-type-definition.h"
104 #include "system/grid-type-definition.h"
105 #include "system/item-entity.h"
106 #include "system/monster-entity.h"
107 #include "system/monster-race-info.h"
108 #include "system/player-type-definition.h"
109 #include "system/redrawing-flags-updater.h"
110 #include "system/terrain-type-definition.h"
111 #include "term/screen-processor.h"
112 #include "timed-effect/player-acceleration.h"
113 #include "timed-effect/player-stun.h"
114 #include "timed-effect/timed-effects.h"
115 #include "util/bit-flags-calculator.h"
116 #include "util/enum-converter.h"
117 #include "util/quarks.h"
118 #include "util/string-processor.h"
119 #include "view/display-messages.h"
120 #include "world/world.h"
122 static const int extra_magic_glove_reduce_mana = 1;
124 static bool is_martial_arts_mode(PlayerType *player_ptr);
126 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr);
127 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr);
128 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr);
129 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr);
130 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr);
131 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr);
132 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr);
133 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr);
134 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr);
135 static bool is_heavy_wield(PlayerType *player_ptr, int i);
136 static int16_t calc_num_blow(PlayerType *player_ptr, int i);
137 static int16_t calc_to_magic_chance(PlayerType *player_ptr);
138 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr);
139 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value);
140 static int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot);
141 static bool is_riding_two_hands(PlayerType *player_ptr);
142 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr);
143 static void put_equipment_warning(PlayerType *player_ptr);
145 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value);
146 static int16_t calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value);
148 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value);
150 static int16_t calc_to_damage_misc(PlayerType *player_ptr);
151 static int16_t calc_to_hit_misc(PlayerType *player_ptr);
153 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot);
154 static player_hand main_attack_hand(PlayerType *player_ptr);
156 /*** Player information ***/
159 * @brief 遅延描画更新 / Delayed visual update
160 * @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
161 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
162 * @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?
164 static void delayed_visual_update(PlayerType *player_ptr)
166 auto *floor_ptr = player_ptr->current_floor_ptr;
167 for (int i = 0; i < floor_ptr->redraw_n; i++) {
168 POSITION y = floor_ptr->redraw_y[i];
169 POSITION x = floor_ptr->redraw_x[i];
171 g_ptr = &floor_ptr->grid_array[y][x];
172 if (none_bits(g_ptr->info, CAVE_REDRAW)) {
176 if (any_bits(g_ptr->info, CAVE_NOTE)) {
177 note_spot(player_ptr, y, x);
180 lite_spot(player_ptr, y, x);
182 update_monster(player_ptr, g_ptr->m_idx, false);
185 reset_bits(g_ptr->info, (CAVE_NOTE | CAVE_REDRAW));
188 floor_ptr->redraw_n = 0;
192 * @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 /
193 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
194 * @return 重すぎるならばTRUE
196 static bool is_heavy_shoot(PlayerType *player_ptr, const ItemEntity *o_ptr)
198 return calc_bow_weight_limit(player_ptr) < (o_ptr->weight / 10);
203 * @param player_ptr プレイヤーへの参照ポインタ
206 WEIGHT calc_inventory_weight(PlayerType *player_ptr)
211 for (int i = 0; i < INVEN_TOTAL; i++) {
212 o_ptr = &player_ptr->inventory_list[i];
213 if (!o_ptr->is_valid()) {
216 weight += o_ptr->weight * o_ptr->number;
221 static void update_ability_scores(PlayerType *player_ptr)
223 PlayerStrength player_str(player_ptr);
224 PlayerIntelligence player_int(player_ptr);
225 PlayerWisdom player_wis(player_ptr);
226 PlayerDexterity player_dex(player_ptr);
227 PlayerConstitution player_con(player_ptr);
228 PlayerCharisma player_chr(player_ptr);
229 PlayerBasicStatistics *player_stats[] = { &player_str, &player_int, &player_wis, &player_dex, &player_con, &player_chr };
230 for (auto i = 0; i < A_MAX; ++i) {
231 player_ptr->stat_add[i] = player_stats[i]->modification_value();
232 player_stats[i]->update_value();
237 * @brief プレイヤーの全ステータスを更新する /
238 * Calculate the players current "state", taking into account
239 * not only race/class intrinsics, but also objects being worn
240 * and temporary spell effects.
243 * See also update_max_mana() and update_max_hitpoints().
245 * Take note of the new "speed code", in particular, a very strong
246 * player will start slowing down as soon as he reaches 150 pounds,
247 * but not until he reaches 450 pounds will he be half as fast as
248 * a normal kobold. This both hurts and helps the player, hurts
249 * because in the old days a player could just avoid 300 pounds,
250 * and helps because now carrying 300 pounds is not very painful.
252 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
253 * damage, since that would affect non-combat things. These values
254 * are actually added in later, at the appropriate place.
256 * This function induces various "status" messages.
258 * @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。
260 static void update_bonuses(PlayerType *player_ptr)
262 auto empty_hands_status = empty_hands(player_ptr, true);
265 /* Save the old vision stuff */
266 BIT_FLAGS old_telepathy = player_ptr->telepathy;
267 BIT_FLAGS old_esp_animal = player_ptr->esp_animal;
268 BIT_FLAGS old_esp_undead = player_ptr->esp_undead;
269 BIT_FLAGS old_esp_demon = player_ptr->esp_demon;
270 BIT_FLAGS old_esp_orc = player_ptr->esp_orc;
271 BIT_FLAGS old_esp_troll = player_ptr->esp_troll;
272 BIT_FLAGS old_esp_giant = player_ptr->esp_giant;
273 BIT_FLAGS old_esp_dragon = player_ptr->esp_dragon;
274 BIT_FLAGS old_esp_human = player_ptr->esp_human;
275 BIT_FLAGS old_esp_evil = player_ptr->esp_evil;
276 BIT_FLAGS old_esp_good = player_ptr->esp_good;
277 BIT_FLAGS old_esp_nonliving = player_ptr->esp_nonliving;
278 BIT_FLAGS old_esp_unique = player_ptr->esp_unique;
279 BIT_FLAGS old_see_inv = player_ptr->see_inv;
280 BIT_FLAGS old_mighty_throw = player_ptr->mighty_throw;
281 int16_t old_speed = player_ptr->pspeed;
283 ARMOUR_CLASS old_dis_ac = player_ptr->dis_ac;
284 ARMOUR_CLASS old_dis_to_a = player_ptr->dis_to_a;
286 player_ptr->xtra_might = has_xtra_might(player_ptr);
287 player_ptr->esp_evil = has_esp_evil(player_ptr);
288 player_ptr->esp_animal = has_esp_animal(player_ptr);
289 player_ptr->esp_undead = has_esp_undead(player_ptr);
290 player_ptr->esp_demon = has_esp_demon(player_ptr);
291 player_ptr->esp_orc = has_esp_orc(player_ptr);
292 player_ptr->esp_troll = has_esp_troll(player_ptr);
293 player_ptr->esp_giant = has_esp_giant(player_ptr);
294 player_ptr->esp_dragon = has_esp_dragon(player_ptr);
295 player_ptr->esp_human = has_esp_human(player_ptr);
296 player_ptr->esp_good = has_esp_good(player_ptr);
297 player_ptr->esp_nonliving = has_esp_nonliving(player_ptr);
298 player_ptr->esp_unique = has_esp_unique(player_ptr);
299 player_ptr->telepathy = has_esp_telepathy(player_ptr);
300 player_ptr->bless_blade = has_bless_blade(player_ptr);
301 player_ptr->easy_2weapon = has_easy2_weapon(player_ptr);
302 player_ptr->down_saving = has_down_saving(player_ptr);
303 player_ptr->yoiyami = has_no_ac(player_ptr);
304 player_ptr->mighty_throw = has_mighty_throw(player_ptr);
305 player_ptr->dec_mana = has_dec_mana(player_ptr);
306 player_ptr->see_nocto = has_see_nocto(player_ptr);
307 player_ptr->warning = has_warning(player_ptr);
308 player_ptr->anti_magic = has_anti_magic(player_ptr);
309 player_ptr->anti_tele = has_anti_tele(player_ptr);
310 player_ptr->easy_spell = has_easy_spell(player_ptr);
311 player_ptr->heavy_spell = has_heavy_spell(player_ptr);
312 player_ptr->hold_exp = has_hold_exp(player_ptr);
313 player_ptr->see_inv = has_see_inv(player_ptr);
314 player_ptr->free_act = has_free_act(player_ptr);
315 player_ptr->levitation = has_levitation(player_ptr);
316 player_ptr->can_swim = has_can_swim(player_ptr);
317 player_ptr->slow_digest = has_slow_digest(player_ptr);
318 player_ptr->regenerate = has_regenerate(player_ptr);
319 update_curses(player_ptr);
320 player_ptr->impact = has_impact(player_ptr);
321 player_ptr->earthquake = has_earthquake(player_ptr);
322 update_extra_blows(player_ptr);
324 player_ptr->lite = has_lite(player_ptr);
326 if (!PlayerClass(player_ptr).monk_stance_is(MonkStanceType::NONE)) {
327 if (none_bits(empty_hands_status, EMPTY_HAND_MAIN)) {
328 set_action(player_ptr, ACTION_NONE);
332 update_ability_scores(player_ptr);
333 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
334 if (o_ptr->is_valid()) {
335 player_ptr->tval_ammo = o_ptr->get_arrow_kind();
336 player_ptr->num_fire = calc_num_fire(player_ptr, o_ptr);
339 for (int i = 0; i < 2; i++) {
340 player_ptr->is_icky_wield[i] = is_wielding_icky_weapon(player_ptr, i);
341 player_ptr->is_icky_riding_wield[i] = is_wielding_icky_riding_weapon(player_ptr, i);
342 player_ptr->heavy_wield[i] = is_heavy_wield(player_ptr, i);
343 player_ptr->num_blow[i] = calc_num_blow(player_ptr, i);
344 player_ptr->to_dd[i] = calc_to_weapon_dice_num(player_ptr, INVEN_MAIN_HAND + i);
345 player_ptr->to_ds[i] = 0;
348 player_ptr->pspeed = PlayerSpeed(player_ptr).get_value();
349 player_ptr->see_infra = PlayerInfravision(player_ptr).get_value();
350 player_ptr->skill_stl = PlayerStealth(player_ptr).get_value();
351 player_ptr->skill_dis = calc_disarming(player_ptr);
352 player_ptr->skill_dev = calc_device_ability(player_ptr);
353 player_ptr->skill_sav = calc_saving_throw(player_ptr);
354 player_ptr->skill_srh = calc_search(player_ptr);
355 player_ptr->skill_fos = calc_search_freq(player_ptr);
356 player_ptr->skill_thn = calc_to_hit_melee(player_ptr);
357 player_ptr->skill_thb = calc_to_hit_shoot(player_ptr);
358 player_ptr->skill_tht = calc_to_hit_throw(player_ptr);
359 player_ptr->riding_ryoute = is_riding_two_hands(player_ptr);
360 player_ptr->to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, true);
361 player_ptr->to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, true);
362 player_ptr->dis_to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, false);
363 player_ptr->dis_to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, false);
364 player_ptr->to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, true);
365 player_ptr->to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, true);
366 player_ptr->dis_to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, false);
367 player_ptr->dis_to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, false);
368 player_ptr->to_h_b = calc_to_hit_bow(player_ptr, true);
369 player_ptr->dis_to_h_b = calc_to_hit_bow(player_ptr, false);
370 player_ptr->to_d_m = calc_to_damage_misc(player_ptr);
371 player_ptr->to_h_m = calc_to_hit_misc(player_ptr);
372 player_ptr->skill_dig = calc_skill_dig(player_ptr);
373 player_ptr->to_m_chance = calc_to_magic_chance(player_ptr);
374 player_ptr->ac = calc_base_ac(player_ptr);
375 player_ptr->to_a = calc_to_ac(player_ptr, true);
376 player_ptr->dis_ac = calc_base_ac(player_ptr);
377 player_ptr->dis_to_a = calc_to_ac(player_ptr, false);
379 if (old_mighty_throw != player_ptr->mighty_throw) {
380 player_ptr->window_flags |= PW_INVENTORY;
383 if (player_ptr->telepathy != old_telepathy) {
384 RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
387 auto is_esp_updated = player_ptr->esp_animal != old_esp_animal;
388 is_esp_updated |= player_ptr->esp_undead != old_esp_undead;
389 is_esp_updated |= player_ptr->esp_demon != old_esp_demon;
390 is_esp_updated |= player_ptr->esp_orc != old_esp_orc;
391 is_esp_updated |= player_ptr->esp_troll != old_esp_troll;
392 is_esp_updated |= player_ptr->esp_giant != old_esp_giant;
393 is_esp_updated |= player_ptr->esp_dragon != old_esp_dragon;
394 is_esp_updated |= player_ptr->esp_human != old_esp_human;
395 is_esp_updated |= player_ptr->esp_evil != old_esp_evil;
396 is_esp_updated |= player_ptr->esp_good != old_esp_good;
397 is_esp_updated |= player_ptr->esp_nonliving != old_esp_nonliving;
398 is_esp_updated |= player_ptr->esp_unique != old_esp_unique;
399 auto &rfu = RedrawingFlagsUpdater::get_instance();
400 if (is_esp_updated) {
401 rfu.set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
404 if (player_ptr->see_inv != old_see_inv) {
405 rfu.set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
408 if (player_ptr->pspeed != old_speed) {
409 rfu.set_flag(MainWindowRedrawingFlag::SPEED);
412 if ((player_ptr->dis_ac != old_dis_ac) || (player_ptr->dis_to_a != old_dis_to_a)) {
413 rfu.set_flag(MainWindowRedrawingFlag::AC);
414 set_bits(player_ptr->window_flags, PW_PLAYER);
417 if (w_ptr->character_xtra) {
421 put_equipment_warning(player_ptr);
422 check_no_flowed(player_ptr);
426 * @brief プレイヤーの最大HPを更新する /
427 * Update the players maximal hit points
428 * Adjust current hitpoints if necessary
431 static void update_max_hitpoints(PlayerType *player_ptr)
433 int bonus = ((int)(adj_con_mhp[player_ptr->stat_index[A_CON]]) - 128) * player_ptr->lev / 4;
434 int mhp = player_ptr->player_hp[player_ptr->lev - 1];
437 PlayerClass pc(player_ptr);
438 auto is_sorcerer = pc.equals(PlayerClassType::SORCERER);
439 if (player_ptr->mimic_form != MimicKindType::NONE) {
440 auto r_mhp = mimic_info.at(player_ptr->mimic_form).r_mhp;
442 tmp_hitdie = r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
444 tmp_hitdie = r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
447 mhp = mhp * tmp_hitdie / player_ptr->hitdie;
451 if (player_ptr->lev < 30) {
452 mhp = (mhp * (45 + player_ptr->lev) / 100);
454 mhp = (mhp * 75 / 100);
456 bonus = (bonus * 65 / 100);
461 if (pc.equals(PlayerClassType::BERSERKER)) {
462 mhp = mhp * (110 + (((player_ptr->lev + 40) * (player_ptr->lev + 40) - 1550) / 110)) / 100;
465 if (mhp < player_ptr->lev + 1) {
466 mhp = player_ptr->lev + 1;
468 if (is_hero(player_ptr)) {
471 if (is_shero(player_ptr)) {
474 if (player_ptr->tsuyoshi) {
477 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT)) {
480 if (SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
483 if (player_ptr->mhp == mhp) {
487 if (player_ptr->chp >= mhp) {
488 player_ptr->chp = mhp;
489 player_ptr->chp_frac = 0;
493 if (player_ptr->level_up_message && (mhp > player_ptr->mhp)) {
494 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - player_ptr->mhp));
497 player_ptr->mhp = mhp;
499 auto &rfu = RedrawingFlagsUpdater::get_instance();
500 rfu.set_flag(MainWindowRedrawingFlag::HP);
501 player_ptr->window_flags |= PW_PLAYER;
505 * @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。 /
506 * Calculate number of spells player should have, and forget,
507 * or remember, spells until that number is properly reflected.
509 * Note that this function induces various "status" messages,
510 * which must be bypasses until the character is created.
512 static void update_num_of_spells(PlayerType *player_ptr)
514 if ((mp_ptr->spell_book == ItemKindType::NONE) || !w_ptr->character_generated || w_ptr->character_xtra) {
518 PlayerClass pc(player_ptr);
519 if (pc.is_every_magic()) {
520 player_ptr->new_spells = 0;
524 concptr p = spell_category_name(mp_ptr->spell_book);
525 int levels = player_ptr->lev - mp_ptr->spell_first + 1;
530 int num_allowed = (adj_mag_study[player_ptr->stat_index[mp_ptr->spell_stat]] * levels / 2);
532 if (!pc.equals(PlayerClassType::SAMURAI) && (mp_ptr->spell_book != ItemKindType::LIFE_BOOK)) {
536 if (pc.equals(PlayerClassType::SAMURAI)) {
538 } else if (player_ptr->realm2 == REALM_NONE) {
539 num_allowed = (num_allowed + 1) / 2;
540 if (num_allowed > (32 + bonus)) {
541 num_allowed = 32 + bonus;
543 } else if (pc.equals(PlayerClassType::MAGE) || pc.equals(PlayerClassType::PRIEST)) {
544 if (num_allowed > (96 + bonus)) {
545 num_allowed = 96 + bonus;
548 if (num_allowed > (80 + bonus)) {
549 num_allowed = 80 + bonus;
553 int num_boukyaku = 0;
554 for (int j = 0; j < 64; j++) {
555 if ((j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)))) {
560 player_ptr->new_spells = num_allowed + player_ptr->add_spells + num_boukyaku - player_ptr->learned_spells;
561 for (int i = 63; i >= 0; i--) {
562 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2) {
566 int j = player_ptr->spell_order[i];
571 const magic_type *s_ptr;
572 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
574 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
576 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
579 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
581 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
584 if (s_ptr->slevel <= player_ptr->lev) {
588 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
589 if (!is_spell_learned) {
595 set_bits(player_ptr->spell_forgotten1, (1UL << j));
596 which = player_ptr->realm1;
598 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
599 which = player_ptr->realm2;
603 reset_bits(player_ptr->spell_learned1, (1UL << j));
604 which = player_ptr->realm1;
606 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
607 which = player_ptr->realm2;
610 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
612 msg_format("%sの%sを忘れてしまった。", spell_name->data(), p);
614 msg_format("You have forgotten the %s of %s.", p, spell_name->data());
616 player_ptr->new_spells++;
619 /* Forget spells if we know too many spells */
620 for (int i = 63; i >= 0; i--) {
621 if (player_ptr->new_spells >= 0) {
624 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2) {
628 int j = player_ptr->spell_order[i];
633 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
634 if (!is_spell_learned) {
640 set_bits(player_ptr->spell_forgotten1, (1UL << j));
641 which = player_ptr->realm1;
643 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
644 which = player_ptr->realm2;
648 reset_bits(player_ptr->spell_learned1, (1UL << j));
649 which = player_ptr->realm1;
651 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
652 which = player_ptr->realm2;
655 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
657 msg_format("%sの%sを忘れてしまった。", spell_name->data(), p);
659 msg_format("You have forgotten the %s of %s.", p, spell_name->data());
661 player_ptr->new_spells++;
664 /* Check for spells to remember */
665 for (int i = 0; i < 64; i++) {
666 if (player_ptr->new_spells <= 0) {
669 if (!player_ptr->spell_forgotten1 && !player_ptr->spell_forgotten2) {
672 int j = player_ptr->spell_order[i];
677 const magic_type *s_ptr;
678 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
680 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
682 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
685 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
687 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
690 if (s_ptr->slevel > player_ptr->lev) {
694 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
695 if (!is_spell_learned) {
701 reset_bits(player_ptr->spell_forgotten1, (1UL << j));
702 which = player_ptr->realm1;
704 reset_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
705 which = player_ptr->realm2;
709 set_bits(player_ptr->spell_learned1, (1UL << j));
710 which = player_ptr->realm1;
712 set_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
713 which = player_ptr->realm2;
716 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
718 msg_format("%sの%sを思い出した。", spell_name->data(), p);
720 msg_format("You have remembered the %s of %s.", p, spell_name->data());
722 player_ptr->new_spells--;
725 if (player_ptr->realm2 == REALM_NONE) {
727 for (int j = 0; j < 32; j++) {
728 const magic_type *s_ptr;
729 if (!is_magic(player_ptr->realm1)) {
730 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
732 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
735 if (s_ptr->slevel > player_ptr->lev) {
739 if (any_bits(player_ptr->spell_learned1, (1UL << j))) {
749 if ((player_ptr->new_spells > k) && ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) || (mp_ptr->spell_book == ItemKindType::HISSATSU_BOOK))) {
750 player_ptr->new_spells = (int16_t)k;
754 if (player_ptr->new_spells < 0) {
755 player_ptr->new_spells = 0;
758 if (player_ptr->old_spells == player_ptr->new_spells) {
762 if (player_ptr->new_spells) {
764 if (player_ptr->new_spells < 10) {
765 msg_format("あと %d つの%sを学べる。", player_ptr->new_spells, p);
767 msg_format("あと %d 個の%sを学べる。", player_ptr->new_spells, p);
770 msg_format("You can learn %d more %s%s.", player_ptr->new_spells, p, (player_ptr->new_spells != 1) ? "s" : "");
774 player_ptr->old_spells = player_ptr->new_spells;
775 auto &rfu = RedrawingFlagsUpdater::get_instance();
776 rfu.set_flag(MainWindowRedrawingFlag::STUDY);
777 set_bits(player_ptr->window_flags, PW_ITEM_KNOWLEDGTE);
781 * @brief プレイヤーの最大MPを更新する /
782 * Update maximum mana. You do not need to know any spells.
783 * Note that mana is lowered by heavy (or inappropriate) armor.
785 * This function induces status messages.
787 static void update_max_mana(PlayerType *player_ptr)
789 if ((mp_ptr->spell_book == ItemKindType::NONE) && mp_ptr->spell_first == SPELL_FIRST_NO_SPELL) {
794 PlayerClass pc(player_ptr);
795 auto use_direct_level = pc.equals(PlayerClassType::MINDCRAFTER);
796 use_direct_level |= pc.equals(PlayerClassType::MIRROR_MASTER);
797 use_direct_level |= pc.equals(PlayerClassType::BLUE_MAGE);
798 use_direct_level |= pc.equals(PlayerClassType::ELEMENTALIST);
799 if (use_direct_level) {
800 levels = player_ptr->lev;
802 if (mp_ptr->spell_first > player_ptr->lev) {
804 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
808 levels = (player_ptr->lev - mp_ptr->spell_first) + 1;
812 if (pc.equals(PlayerClassType::SAMURAI)) {
813 msp = (adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] + 10) * 2;
815 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
818 msp = adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] * (levels + 3) / 4;
823 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
825 if (msp && (player_ptr->ppersonality == PERSONALITY_MUNCHKIN)) {
828 if (msp && pc.equals(PlayerClassType::HIGH_MAGE)) {
831 if (msp && pc.equals(PlayerClassType::SORCERER)) {
832 msp += msp * (25 + player_ptr->lev) / 100;
836 if (any_bits(mp_ptr->spell_xtra, extra_magic_glove_reduce_mana)) {
837 player_ptr->cumber_glove = false;
838 auto *o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
839 auto flags = object_flags(o_ptr);
840 auto should_mp_decrease = o_ptr->is_valid();
841 should_mp_decrease &= flags.has_not(TR_FREE_ACT);
842 should_mp_decrease &= flags.has_not(TR_DEC_MANA);
843 should_mp_decrease &= flags.has_not(TR_EASY_SPELL);
844 should_mp_decrease &= flags.has_not(TR_MAGIC_MASTERY) || (o_ptr->pval <= 0);
845 should_mp_decrease &= flags.has_not(TR_DEX) || (o_ptr->pval <= 0);
846 if (should_mp_decrease) {
847 player_ptr->cumber_glove = true;
852 player_ptr->cumber_armor = false;
855 const auto &item_main_hand = player_ptr->inventory_list[INVEN_MAIN_HAND];
856 const auto tval_main = item_main_hand.bi_key.tval();
857 if (tval_main > ItemKindType::SWORD) {
858 cur_wgt += item_main_hand.weight;
861 const auto &item_sub_hand = player_ptr->inventory_list[INVEN_SUB_HAND];
862 const auto tval_sub = item_sub_hand.bi_key.tval();
863 if (item_sub_hand.bi_key.tval() > ItemKindType::SWORD) {
864 cur_wgt += item_sub_hand.weight;
867 cur_wgt += player_ptr->inventory_list[INVEN_BODY].weight;
868 cur_wgt += player_ptr->inventory_list[INVEN_HEAD].weight;
869 cur_wgt += player_ptr->inventory_list[INVEN_OUTER].weight;
870 cur_wgt += player_ptr->inventory_list[INVEN_ARMS].weight;
871 cur_wgt += player_ptr->inventory_list[INVEN_FEET].weight;
873 switch (player_ptr->pclass) {
874 case PlayerClassType::MAGE:
875 case PlayerClassType::HIGH_MAGE:
876 case PlayerClassType::BLUE_MAGE:
877 case PlayerClassType::MONK:
878 case PlayerClassType::FORCETRAINER:
879 case PlayerClassType::SORCERER:
880 case PlayerClassType::ELEMENTALIST:
881 if (tval_main <= ItemKindType::SWORD) {
882 cur_wgt += item_main_hand.weight;
885 if (tval_sub <= ItemKindType::SWORD) {
886 cur_wgt += item_sub_hand.weight;
890 case PlayerClassType::PRIEST:
891 case PlayerClassType::BARD:
892 case PlayerClassType::TOURIST:
893 if (tval_main <= ItemKindType::SWORD) {
894 cur_wgt += item_main_hand.weight * 2 / 3;
897 if (tval_sub <= ItemKindType::SWORD) {
898 cur_wgt += item_sub_hand.weight * 2 / 3;
902 case PlayerClassType::MINDCRAFTER:
903 case PlayerClassType::BEASTMASTER:
904 case PlayerClassType::MIRROR_MASTER:
905 if (tval_main <= ItemKindType::SWORD) {
906 cur_wgt += item_main_hand.weight / 2;
909 if (tval_sub <= ItemKindType::SWORD) {
910 cur_wgt += item_sub_hand.weight / 2;
914 case PlayerClassType::ROGUE:
915 case PlayerClassType::RANGER:
916 case PlayerClassType::RED_MAGE:
917 case PlayerClassType::WARRIOR_MAGE:
918 if (tval_main <= ItemKindType::SWORD) {
919 cur_wgt += item_main_hand.weight / 3;
922 if (tval_sub <= ItemKindType::SWORD) {
923 cur_wgt += item_sub_hand.weight / 3;
927 case PlayerClassType::PALADIN:
928 case PlayerClassType::CHAOS_WARRIOR:
929 if (tval_main <= ItemKindType::SWORD) {
930 cur_wgt += item_main_hand.weight / 5;
933 if (tval_sub <= ItemKindType::SWORD) {
934 cur_wgt += item_sub_hand.weight / 5;
942 int max_wgt = mp_ptr->spell_weight;
943 if ((cur_wgt - max_wgt) > 0) {
944 player_ptr->cumber_armor = true;
945 switch (player_ptr->pclass) {
946 case PlayerClassType::MAGE:
947 case PlayerClassType::HIGH_MAGE:
948 case PlayerClassType::BLUE_MAGE:
949 case PlayerClassType::ELEMENTALIST: {
950 msp -= msp * (cur_wgt - max_wgt) / 600;
953 case PlayerClassType::PRIEST:
954 case PlayerClassType::MINDCRAFTER:
955 case PlayerClassType::BEASTMASTER:
956 case PlayerClassType::BARD:
957 case PlayerClassType::FORCETRAINER:
958 case PlayerClassType::TOURIST:
959 case PlayerClassType::MIRROR_MASTER: {
960 msp -= msp * (cur_wgt - max_wgt) / 800;
963 case PlayerClassType::SORCERER: {
964 msp -= msp * (cur_wgt - max_wgt) / 900;
967 case PlayerClassType::ROGUE:
968 case PlayerClassType::RANGER:
969 case PlayerClassType::MONK:
970 case PlayerClassType::RED_MAGE: {
971 msp -= msp * (cur_wgt - max_wgt) / 1000;
974 case PlayerClassType::PALADIN:
975 case PlayerClassType::CHAOS_WARRIOR:
976 case PlayerClassType::WARRIOR_MAGE: {
977 msp -= msp * (cur_wgt - max_wgt) / 1200;
980 case PlayerClassType::SAMURAI: {
981 player_ptr->cumber_armor = false;
985 msp -= msp * (cur_wgt - max_wgt) / 800;
995 if (player_ptr->msp != msp) {
996 if ((player_ptr->csp >= msp) && !pc.equals(PlayerClassType::SAMURAI)) {
997 player_ptr->csp = msp;
998 player_ptr->csp_frac = 0;
1002 if (player_ptr->level_up_message && (msp > player_ptr->msp)) {
1003 msg_format("最大マジック・ポイントが %d 増加した!", (msp - player_ptr->msp));
1006 player_ptr->msp = msp;
1007 auto &rfu = RedrawingFlagsUpdater::get_instance();
1008 rfu.set_flag(MainWindowRedrawingFlag::MP);
1009 set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL));
1012 if (w_ptr->character_xtra) {
1016 if (player_ptr->old_cumber_glove != player_ptr->cumber_glove) {
1017 if (player_ptr->cumber_glove) {
1018 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."));
1020 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."));
1023 player_ptr->old_cumber_glove = player_ptr->cumber_glove;
1026 if (player_ptr->old_cumber_armor == player_ptr->cumber_armor) {
1030 if (player_ptr->cumber_armor) {
1031 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."));
1033 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."));
1036 player_ptr->old_cumber_armor = player_ptr->cumber_armor;
1040 * @brief 装備中の射撃武器の威力倍率を返す /
1041 * calcurate the fire rate of target object
1042 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1043 * @return 射撃倍率の値(100で1.00倍)
1045 short calc_num_fire(PlayerType *player_ptr, const ItemEntity *o_ptr)
1047 int extra_shots = 0;
1049 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1051 q_ptr = &player_ptr->inventory_list[i];
1052 if (!q_ptr->is_valid()) {
1056 if (i == INVEN_BOW) {
1060 auto flags = object_flags(q_ptr);
1061 if (flags.has(TR_XTRA_SHOTS)) {
1066 auto flags = object_flags(o_ptr);
1067 if (flags.has(TR_XTRA_SHOTS)) {
1072 if (!o_ptr->is_valid()) {
1073 return (int16_t)num;
1077 num += (extra_shots * 100);
1079 if (is_heavy_shoot(player_ptr, o_ptr)) {
1080 return (int16_t)num;
1083 const auto tval_ammo = o_ptr->get_arrow_kind();
1084 PlayerClass pc(player_ptr);
1085 if (pc.equals(PlayerClassType::RANGER) && (tval_ammo == ItemKindType::ARROW)) {
1086 num += (player_ptr->lev * 4);
1089 if (pc.equals(PlayerClassType::CAVALRY) && (tval_ammo == ItemKindType::ARROW)) {
1090 num += (player_ptr->lev * 3);
1093 if (pc.equals(PlayerClassType::ARCHER)) {
1094 if (tval_ammo == ItemKindType::ARROW) {
1095 num += ((player_ptr->lev * 5) + 50);
1096 } else if ((tval_ammo == ItemKindType::BOLT) || (tval_ammo == ItemKindType::SHOT)) {
1097 num += (player_ptr->lev * 4);
1101 if (pc.equals(PlayerClassType::WARRIOR) && (tval_ammo <= ItemKindType::BOLT) && (tval_ammo >= ItemKindType::SHOT)) {
1102 num += (player_ptr->lev * 2);
1105 if (pc.equals(PlayerClassType::ROGUE) && (tval_ammo == ItemKindType::SHOT)) {
1106 num += (player_ptr->lev * 4);
1109 return (int16_t)num;
1114 * @param player_ptr プレイヤーへの参照ポインタ
1118 * * 職業と性格とレベルによる追加加算
1119 * * 器用さに応じたadj_dex_disテーブルによる加算
1120 * * 知力に応じたadj_int_disテーブルによる加算
1122 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr)
1124 ACTION_SKILL_POWER pow;
1125 const player_race_info *tmp_rp_ptr;
1127 if (player_ptr->mimic_form != MimicKindType::NONE) {
1128 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1130 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1133 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1134 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1136 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1137 pow += ((cp_ptr->x_dis * player_ptr->lev / 10) + (ap_ptr->a_dis * player_ptr->lev / 50));
1138 pow += adj_dex_dis[player_ptr->stat_index[A_DEX]];
1139 pow += adj_int_dis[player_ptr->stat_index[A_INT]];
1145 * @param player_ptr プレイヤーへの参照ポインタ
1149 * * 職業と性格とレベルによる追加加算
1150 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1151 * * 知力に応じたadj_int_devテーブルによる加算
1154 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr)
1156 ACTION_SKILL_POWER pow;
1157 const player_race_info *tmp_rp_ptr;
1159 if (player_ptr->mimic_form != MimicKindType::NONE) {
1160 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1162 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1165 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1166 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1168 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1169 pow += ((c_ptr->x_dev * player_ptr->lev / 10) + (ap_ptr->a_dev * player_ptr->lev / 50));
1171 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1173 o_ptr = &player_ptr->inventory_list[i];
1174 if (!o_ptr->is_valid()) {
1177 auto flags = object_flags(o_ptr);
1178 if (flags.has(TR_MAGIC_MASTERY)) {
1179 pow += 8 * o_ptr->pval;
1183 pow += adj_int_dev[player_ptr->stat_index[A_INT]];
1185 if (is_shero(player_ptr)) {
1193 * @param player_ptr プレイヤーへの参照ポインタ
1197 * * 職業と性格とレベルによる追加加算
1198 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1199 * * 呪力耐性の装備による加算(30)
1200 * * 祝福された装備による加算(5 + レベル / 10)
1201 * * 賢さによるadj_wis_savテーブル加算
1202 * * 呪力弱点の装備による減算(-10)
1203 * * 呪力弱点の装備が強力に呪われているときさらに減算(-20)
1205 * * 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)
1206 * * クターのつぶれ状態なら(10に上書き)
1207 * * 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)
1208 * * 呪いのdown_savingがかかっているなら半減
1210 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr)
1212 ACTION_SKILL_POWER pow;
1213 const player_race_info *tmp_rp_ptr;
1215 if (player_ptr->mimic_form != MimicKindType::NONE) {
1216 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1218 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1221 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1222 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1224 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1225 pow += ((cp_ptr->x_sav * player_ptr->lev / 10) + (ap_ptr->a_sav * player_ptr->lev / 50));
1227 if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES)) {
1228 pow += (15 + (player_ptr->lev / 5));
1231 if (has_resist_curse(player_ptr)) {
1235 if (player_ptr->bless_blade) {
1236 pow += 6 + (player_ptr->lev - 1) / 10;
1239 pow += adj_wis_sav[player_ptr->stat_index[A_WIS]];
1241 if (has_vuln_curse(player_ptr)) {
1245 if (has_heavy_vuln_curse(player_ptr)) {
1249 if (is_shero(player_ptr)) {
1253 if (player_ptr->anti_magic && (pow < (90 + player_ptr->lev))) {
1254 pow = 90 + player_ptr->lev;
1257 if (player_ptr->tsubureru) {
1261 if ((player_ptr->ult_res || player_ptr->resist_magic || player_ptr->magicdef) && (pow < (95 + player_ptr->lev))) {
1262 pow = 95 + player_ptr->lev;
1265 if (player_ptr->down_saving) {
1274 * @param player_ptr プレイヤーへの参照ポインタ
1279 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1281 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1283 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr)
1285 ACTION_SKILL_POWER pow;
1286 const player_race_info *tmp_rp_ptr;
1288 if (player_ptr->mimic_form != MimicKindType::NONE) {
1289 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1291 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1294 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1295 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1297 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1298 pow += (c_ptr->x_srh * player_ptr->lev / 10);
1300 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1302 o_ptr = &player_ptr->inventory_list[i];
1303 if (!o_ptr->is_valid()) {
1306 auto flags = object_flags(o_ptr);
1307 if (flags.has(TR_SEARCH)) {
1308 pow += (o_ptr->pval * 5);
1312 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1316 if (is_shero(player_ptr)) {
1325 * @param player_ptr プレイヤーへの参照ポインタ
1330 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1332 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1334 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr)
1336 ACTION_SKILL_POWER pow;
1337 const player_race_info *tmp_rp_ptr;
1339 if (player_ptr->mimic_form != MimicKindType::NONE) {
1340 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1342 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1345 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1346 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1348 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1349 pow += (c_ptr->x_fos * player_ptr->lev / 10);
1351 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1353 o_ptr = &player_ptr->inventory_list[i];
1354 if (!o_ptr->is_valid()) {
1357 auto flags = object_flags(o_ptr);
1358 if (flags.has(TR_SEARCH)) {
1359 pow += (o_ptr->pval * 5);
1363 if (is_shero(player_ptr)) {
1367 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1376 * @param player_ptr プレイヤーへの参照ポインタ
1379 * * 種族/職業/性格による加算とレベルによる追加加算
1381 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr)
1383 ACTION_SKILL_POWER pow;
1384 const player_race_info *tmp_rp_ptr;
1385 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1386 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1388 if (player_ptr->mimic_form != MimicKindType::NONE) {
1389 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1391 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1394 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1395 pow += ((c_ptr->x_thn * player_ptr->lev / 10) + (a_ptr->a_thn * player_ptr->lev / 50));
1401 * @param player_ptr プレイヤーへの参照ポインタ
1404 * * 種族/職業/性格による加算とレベルによる追加加算
1406 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr)
1408 ACTION_SKILL_POWER pow;
1409 const player_race_info *tmp_rp_ptr;
1410 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1411 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1413 if (player_ptr->mimic_form != MimicKindType::NONE) {
1414 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1416 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1419 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1420 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1426 * @param player_ptr プレイヤーへの参照ポインタ
1429 * * 種族/職業/性格による加算とレベルによる追加加算
1432 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr)
1434 ACTION_SKILL_POWER pow;
1435 const player_race_info *tmp_rp_ptr;
1436 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1437 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1439 if (player_ptr->mimic_form != MimicKindType::NONE) {
1440 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1442 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1445 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1446 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1448 if (is_shero(player_ptr)) {
1457 * @param player_ptr プレイヤーへの参照ポインタ
1468 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr)
1472 ACTION_SKILL_POWER pow;
1476 if (PlayerRace(player_ptr).equals(PlayerRaceType::ENT) && !player_ptr->inventory_list[INVEN_MAIN_HAND].is_valid()) {
1477 pow += player_ptr->lev * 10;
1480 if (is_shero(player_ptr)) {
1484 pow += adj_str_dig[player_ptr->stat_index[A_STR]];
1486 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
1487 pow += (100 + player_ptr->lev * 8);
1490 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1491 o_ptr = &player_ptr->inventory_list[i];
1492 if (!o_ptr->is_valid()) {
1495 auto flags = object_flags(o_ptr);
1496 if (flags.has(TR_TUNNEL)) {
1497 pow += (o_ptr->pval * 20);
1501 for (int i = 0; i < 2; i++) {
1502 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1503 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && !player_ptr->heavy_wield[i]) {
1504 pow += (o_ptr->weight / 10);
1508 if (is_shero(player_ptr)) {
1519 static bool is_martial_arts_mode(PlayerType *player_ptr)
1521 PlayerClass pc(player_ptr);
1522 auto has_martial_arts = pc.equals(PlayerClassType::MONK);
1523 has_martial_arts |= pc.equals(PlayerClassType::FORCETRAINER);
1524 has_martial_arts |= pc.equals(PlayerClassType::BERSERKER);
1525 return has_martial_arts && any_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr);
1528 static bool is_heavy_wield(PlayerType *player_ptr, int i)
1530 const auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1532 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10);
1535 static int16_t calc_num_blow(PlayerType *player_ptr, int i)
1538 int16_t num_blow = 1;
1540 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1541 auto flags = object_flags(o_ptr);
1542 PlayerClass pc(player_ptr);
1543 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1544 if (o_ptr->is_valid() && !player_ptr->heavy_wield[i]) {
1545 int str_index, dex_index;
1546 int num = 0, wgt = 0, mul = 0, div = 0;
1548 auto &info = class_info[enum2i(player_ptr->pclass)];
1553 if (pc.equals(PlayerClassType::CAVALRY) && player_ptr->riding && flags.has(TR_RIDING)) {
1559 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT) || SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
1565 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1566 str_index = (adj_str_blow[player_ptr->stat_index[A_STR]] * mul / div);
1568 if (has_two_handed_weapons(player_ptr) && !has_disable_two_handed_bonus(player_ptr, 0)) {
1569 str_index += pc.equals(PlayerClassType::WARRIOR) || pc.equals(PlayerClassType::BERSERKER) ? (player_ptr->lev / 23 + 1) : 1;
1571 if (pc.equals(PlayerClassType::NINJA)) {
1572 str_index = std::max(0, str_index - 1);
1574 if (str_index > 11) {
1578 dex_index = (adj_dex_blow[player_ptr->stat_index[A_DEX]]);
1579 if (dex_index > 11) {
1583 num_blow = blows_table[str_index][dex_index];
1584 if (num_blow > num) {
1585 num_blow = (int16_t)num;
1588 num_blow += (int16_t)player_ptr->extra_blows[i];
1589 if (pc.equals(PlayerClassType::WARRIOR)) {
1590 num_blow += (player_ptr->lev / 40);
1591 } else if (pc.equals(PlayerClassType::BERSERKER)) {
1592 num_blow += (player_ptr->lev / 23);
1593 } else if (pc.equals(PlayerClassType::ROGUE) && (o_ptr->weight < 50) && (player_ptr->stat_index[A_DEX] >= 30)) {
1597 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::FUUJIN)) {
1601 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
1605 if (has_not_ninja_weapon(player_ptr, i)) {
1618 /* Different calculation for monks with empty hands */
1619 if (is_martial_arts_mode(player_ptr)) {
1620 int blow_base = player_ptr->lev + adj_dex_blow[player_ptr->stat_index[A_DEX]];
1623 if (pc.equals(PlayerClassType::FORCETRAINER)) {
1624 if (blow_base > 18) {
1627 if (blow_base > 31) {
1630 if (blow_base > 44) {
1633 if (blow_base > 58) {
1637 if (blow_base > 12) {
1640 if (blow_base > 22) {
1643 if (blow_base > 31) {
1646 if (blow_base > 39) {
1649 if (blow_base > 46) {
1652 if (blow_base > 53) {
1655 if (blow_base > 59) {
1660 if (heavy_armor(player_ptr) && !pc.equals(PlayerClassType::BERSERKER)) {
1664 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1666 if (pc.equals(PlayerClassType::MONK) && (player_ptr->lev > 42)) {
1672 } else if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
1676 num_blow += 1 + player_ptr->extra_blows[0];
1684 * @param player_ptr プレイヤーへの参照ポインタ
1687 * * 性格なまけものなら加算(+10)
1689 * * 性格ちからじまんとがまんづよいなら加算(+1)
1690 * * 性格チャージマンなら加算(+5)
1691 * * 装備品にTRC::HARD_SPELLがあるなら加算(軽い呪いなら+3/重い呪いなら+10)
1693 static int16_t calc_to_magic_chance(PlayerType *player_ptr)
1697 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
1700 if (player_ptr->ppersonality == PERSONALITY_SHREWD) {
1703 if ((player_ptr->ppersonality == PERSONALITY_PATIENT) || (player_ptr->ppersonality == PERSONALITY_MIGHTY)) {
1706 if (player_ptr->ppersonality == PERSONALITY_CHARGEMAN) {
1710 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1712 o_ptr = &player_ptr->inventory_list[i];
1713 if (!o_ptr->is_valid()) {
1717 if (o_ptr->curse_flags.has(CurseTraitType::HARD_SPELL)) {
1718 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1728 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr)
1730 ARMOUR_CLASS ac = 0;
1731 if (player_ptr->yoiyami) {
1735 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1737 o_ptr = &player_ptr->inventory_list[i];
1738 if (!o_ptr->is_valid()) {
1744 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
1745 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
1746 if (o_ptr_mh->is_protector() || o_ptr_sh->is_protector()) {
1747 ac += player_ptr->skill_exp[PlayerSkillKindType::SHIELD] * (1 + player_ptr->lev / 22) / 2000;
1753 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value)
1755 ARMOUR_CLASS ac = 0;
1756 if (player_ptr->yoiyami) {
1760 ac += ((int)(adj_dex_ta[player_ptr->stat_index[A_DEX]]) - 128);
1762 switch (player_ptr->mimic_form) {
1763 case MimicKindType::NONE:
1765 case MimicKindType::DEMON:
1768 case MimicKindType::DEMON_LORD:
1771 case MimicKindType::VAMPIRE:
1776 PlayerClass pc(player_ptr);
1777 if (pc.equals(PlayerClassType::BERSERKER)) {
1778 ac += 10 + player_ptr->lev / 2;
1781 if (pc.equals(PlayerClassType::SORCERER)) {
1785 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1787 o_ptr = &player_ptr->inventory_list[i];
1788 auto flags = object_flags(o_ptr);
1789 if (!o_ptr->is_valid()) {
1792 if (is_real_value || o_ptr->is_known()) {
1796 if (o_ptr->curse_flags.has(CurseTraitType::LOW_AC) || object_flags(o_ptr).has(TR_LOW_AC)) {
1797 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1798 if (is_real_value || o_ptr->is_fully_known()) {
1802 if (is_real_value || o_ptr->is_fully_known()) {
1808 if ((i == INVEN_SUB_HAND) && flags.has(TR_SUPPORTIVE)) {
1813 PlayerRace pr(player_ptr);
1814 if (pr.equals(PlayerRaceType::GOLEM) || pr.equals(PlayerRaceType::ANDROID)) {
1815 ac += 10 + (player_ptr->lev * 2 / 5);
1818 if (set_quick_and_tiny(player_ptr)) {
1822 if (set_musasi(player_ptr)) {
1826 if (set_icing_and_twinkle(player_ptr)) {
1830 if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
1834 if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
1838 if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
1842 if (pc.is_martial_arts_pro() && !heavy_armor(player_ptr)) {
1843 if (!player_ptr->inventory_list[INVEN_BODY].is_valid()) {
1844 ac += (player_ptr->lev * 3) / 2;
1846 if (!player_ptr->inventory_list[INVEN_OUTER].is_valid() && (player_ptr->lev > 15)) {
1847 ac += ((player_ptr->lev - 13) / 3);
1849 if (!player_ptr->inventory_list[INVEN_SUB_HAND].is_valid() && (player_ptr->lev > 10)) {
1850 ac += ((player_ptr->lev - 8) / 3);
1852 if (!player_ptr->inventory_list[INVEN_HEAD].is_valid() && (player_ptr->lev > 4)) {
1853 ac += (player_ptr->lev - 2) / 3;
1855 if (!player_ptr->inventory_list[INVEN_ARMS].is_valid()) {
1856 ac += (player_ptr->lev / 2);
1858 if (!player_ptr->inventory_list[INVEN_FEET].is_valid()) {
1859 ac += (player_ptr->lev / 3);
1863 if (player_ptr->realm1 == REALM_HEX) {
1864 if (SpellHex(player_ptr).is_spelling_specific(HEX_ICE_ARMOR)) {
1868 for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
1869 auto *o_ptr = &player_ptr->inventory_list[i];
1870 if (!o_ptr->is_valid()) {
1873 if (!o_ptr->is_protector()) {
1876 if (!o_ptr->is_cursed()) {
1879 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
1882 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1885 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
1891 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1892 ac += (player_ptr->lev * player_ptr->lev) / 50;
1893 } else if (pc.monk_stance_is(MonkStanceType::BYAKKO)) {
1895 } else if (pc.monk_stance_is(MonkStanceType::SEIRYU)) {
1897 } else if (pc.samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
1901 if (player_ptr->ult_res || (pc.samurai_stance_is(SamuraiStanceType::MUSOU))) {
1903 } else if (player_ptr->tsubureru || player_ptr->shield || player_ptr->magicdef) {
1907 if (is_blessed(player_ptr)) {
1911 if (is_shero(player_ptr)) {
1915 if (pc.equals(PlayerClassType::NINJA)) {
1916 const auto bi_id_main = player_ptr->inventory_list[INVEN_MAIN_HAND].bi_id;
1917 const auto bi_id_sub = player_ptr->inventory_list[INVEN_SUB_HAND].bi_id;
1918 if (((bi_id_main == 0) || can_attack_with_main_hand(player_ptr)) && ((bi_id_sub == 0) || can_attack_with_sub_hand(player_ptr))) {
1919 ac += player_ptr->lev / 2 + 5;
1927 * @brief 二刀流ペナルティ量計算
1928 * @param player_ptr プレイヤーへの参照ポインタ
1929 * @param slot ペナルティ量を計算する武器スロット
1934 * * EASY2_WEAPONによる軽減
1935 * * SUPPORTIVEを左に装備した場合の軽減
1939 int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot)
1943 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1944 auto flags = object_flags(&player_ptr->inventory_list[INVEN_SUB_HAND]);
1946 penalty = ((100 - player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] / 160) - (130 - player_ptr->inventory_list[slot].weight) / 8);
1947 if (set_quick_and_tiny(player_ptr) || set_icing_and_twinkle(player_ptr) || set_anubis_and_chariot(player_ptr)) {
1948 penalty = penalty / 2 - 5;
1951 for (uint i = FLAG_CAUSE_INVEN_MAIN_HAND; i < FLAG_CAUSE_MAX; i <<= 1) {
1952 if (penalty > 0 && any_bits(player_ptr->easy_2weapon, i)) {
1957 if (flags.has(TR_SUPPORTIVE)) {
1958 penalty = std::max(0, penalty - 10);
1961 if (set_musasi(player_ptr)) {
1962 penalty = std::min(0, penalty);
1965 if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::POLEARM) {
1969 return (int16_t)penalty;
1972 static bool is_riding_two_hands(PlayerType *player_ptr)
1974 if (!player_ptr->riding) {
1978 if (has_two_handed_weapons(player_ptr) || (empty_hands(player_ptr, false) == EMPTY_HAND_NONE)) {
1980 } else if (any_bits(player_ptr->pet_extra_flags, PF_TWO_HANDS)) {
1981 switch (player_ptr->pclass) {
1982 case PlayerClassType::MONK:
1983 case PlayerClassType::FORCETRAINER:
1984 case PlayerClassType::BERSERKER:
1985 if ((empty_hands(player_ptr, false) != EMPTY_HAND_NONE) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1997 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr)
1999 auto *floor_ptr = player_ptr->current_floor_ptr;
2000 if (!player_ptr->riding) {
2004 int16_t penalty = 0;
2006 if (PlayerClass(player_ptr).is_tamer()) {
2007 if (player_ptr->tval_ammo != ItemKindType::ARROW) {
2011 penalty = monraces_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2018 if (player_ptr->tval_ammo == ItemKindType::BOLT) {
2025 void put_equipment_warning(PlayerType *player_ptr)
2027 bool heavy_shoot = is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW]);
2028 if (player_ptr->old_heavy_shoot != heavy_shoot) {
2030 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."));
2031 } else if (player_ptr->inventory_list[INVEN_BOW].is_valid()) {
2032 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."));
2034 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."));
2036 player_ptr->old_heavy_shoot = heavy_shoot;
2039 for (int i = 0; i < 2; i++) {
2040 if (player_ptr->old_heavy_wield[i] != player_ptr->heavy_wield[i]) {
2041 if (player_ptr->heavy_wield[i]) {
2042 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."));
2043 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2044 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2045 } else if (player_ptr->heavy_wield[1 - i]) {
2046 msg_print(_("まだ武器が重い。", "You still have trouble wielding a heavy weapon."));
2048 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."));
2051 player_ptr->old_heavy_wield[i] = player_ptr->heavy_wield[i];
2054 if (player_ptr->old_riding_wield[i] != player_ptr->is_icky_riding_wield[i]) {
2055 if (player_ptr->is_icky_riding_wield[i]) {
2056 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."));
2057 } else if (!player_ptr->riding) {
2058 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2059 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2060 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2063 player_ptr->old_riding_wield[i] = player_ptr->is_icky_riding_wield[i];
2066 if (player_ptr->old_icky_wield[i] == player_ptr->is_icky_wield[i]) {
2070 if (player_ptr->is_icky_wield[i]) {
2071 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."));
2072 if (w_ptr->is_loading_now) {
2073 chg_virtue(player_ptr, Virtue::FAITH, -1);
2075 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2076 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."));
2078 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."));
2081 player_ptr->old_icky_wield[i] = player_ptr->is_icky_wield[i];
2084 if (player_ptr->riding && (player_ptr->old_riding_ryoute != player_ptr->riding_ryoute)) {
2085 if (player_ptr->riding_ryoute) {
2087 msg_format("%s馬を操れない。", (empty_hands(player_ptr, false) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
2089 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2093 msg_format("%s馬を操れるようになった。", (empty_hands(player_ptr, false) == EMPTY_HAND_NONE) ? "手が空いて" : "");
2095 msg_print("You began to control the pet you're riding with one hand.");
2099 player_ptr->old_riding_ryoute = player_ptr->riding_ryoute;
2102 PlayerClass pc(player_ptr);
2103 if ((pc.is_martial_arts_pro() || pc.equals(PlayerClassType::NINJA)) && (heavy_armor(player_ptr) != player_ptr->monk_notify_aux)) {
2104 if (heavy_armor(player_ptr)) {
2105 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."));
2106 if (w_ptr->is_loading_now) {
2107 chg_virtue(player_ptr, Virtue::HARMONY, -1);
2110 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2113 player_ptr->monk_notify_aux = heavy_armor(player_ptr);
2117 static bool is_bare_knuckle(PlayerType *player_ptr)
2119 auto bare_knuckle = is_martial_arts_mode(player_ptr);
2120 bare_knuckle &= empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB);
2121 return bare_knuckle;
2124 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2126 auto *o_ptr = &player_ptr->inventory_list[slot];
2127 auto flags = object_flags(o_ptr);
2129 player_hand calc_hand = PLAYER_HAND_OTHER;
2130 if (slot == INVEN_MAIN_HAND) {
2131 calc_hand = PLAYER_HAND_MAIN;
2133 if (slot == INVEN_SUB_HAND) {
2134 calc_hand = PLAYER_HAND_SUB;
2138 damage += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2140 if (is_shero(player_ptr)) {
2141 damage += 3 + (player_ptr->lev / 5);
2144 auto player_stun = player_ptr->effects()->stun();
2145 damage -= player_stun->get_damage_penalty();
2146 PlayerClass pc(player_ptr);
2147 const auto tval = o_ptr->bi_key.tval();
2148 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2150 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2151 damage += player_ptr->lev / 6;
2152 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2153 damage += player_ptr->lev / 6;
2155 } else if (pc.equals(PlayerClassType::SORCERER)) {
2156 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2157 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2163 } else if (pc.equals(PlayerClassType::FORCETRAINER)) {
2164 // 練気術師は格闘ダメージに (気)/5 の修正を得る。
2165 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2166 damage += get_current_ki(player_ptr) / 5;
2170 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2171 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) {
2172 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2175 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2178 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2184 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2186 o_ptr = &player_ptr->inventory_list[i];
2187 const auto has_melee = has_melee_weapon(player_ptr, i);
2188 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2192 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2196 if (!o_ptr->is_known() && !is_real_value) {
2199 bonus_to_d = o_ptr->to_d;
2201 if (pc.equals(PlayerClassType::NINJA)) {
2202 if (o_ptr->to_d > 0) {
2203 bonus_to_d = (o_ptr->to_d + 1) / 2;
2207 switch (player_melee_type(player_ptr)) {
2208 case MELEE_TYPE_BAREHAND_TWO:
2209 case MELEE_TYPE_WEAPON_TWOHAND:
2210 if (calc_hand == main_attack_hand(player_ptr)) {
2211 damage += (int16_t)bonus_to_d;
2215 case MELEE_TYPE_BAREHAND_MAIN:
2216 case MELEE_TYPE_WEAPON_MAIN:
2217 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2218 damage += (int16_t)bonus_to_d;
2222 case MELEE_TYPE_BAREHAND_SUB:
2223 case MELEE_TYPE_WEAPON_SUB:
2224 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2225 damage += (int16_t)bonus_to_d;
2229 case MELEE_TYPE_WEAPON_DOUBLE:
2230 if (calc_hand == PLAYER_HAND_MAIN) {
2231 if (i == INVEN_MAIN_RING) {
2232 damage += (int16_t)bonus_to_d;
2233 } else if (i != INVEN_SUB_RING) {
2234 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2237 if (calc_hand == PLAYER_HAND_SUB) {
2238 if (i == INVEN_SUB_RING) {
2239 damage += (int16_t)bonus_to_d;
2240 } else if (i != INVEN_MAIN_RING) {
2241 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2246 case MELEE_TYPE_SHIELD_DOUBLE:
2254 if (main_attack_hand(player_ptr) == calc_hand) {
2255 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2257 bonus_to_d = ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128) / 2;
2258 damage += std::max<int>(bonus_to_d, 1);
2262 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2263 damage += (player_ptr->lev / 6);
2266 // 朱雀の構えをとっているとき、格闘ダメージに -(レベル)/6 の修正を得る。
2267 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2268 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2269 damage -= (player_ptr->lev / 6);
2273 return static_cast<short>(damage);
2277 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
2279 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
2281 static short calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2286 hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2287 hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2289 /* Temporary bonuses */
2290 if (is_blessed(player_ptr)) {
2294 if (is_hero(player_ptr)) {
2298 if (is_shero(player_ptr)) {
2302 auto player_stun = player_ptr->effects()->stun();
2303 hit -= player_stun->get_damage_penalty();
2304 player_hand calc_hand = PLAYER_HAND_OTHER;
2305 if (slot == INVEN_MAIN_HAND) {
2306 calc_hand = PLAYER_HAND_MAIN;
2308 if (slot == INVEN_SUB_HAND) {
2309 calc_hand = PLAYER_HAND_SUB;
2312 /* Default hand bonuses */
2313 if (main_attack_hand(player_ptr) == calc_hand) {
2314 switch (player_melee_type(player_ptr)) {
2315 case MELEE_TYPE_BAREHAND_MAIN:
2316 if (player_ptr->riding) {
2320 case MELEE_TYPE_BAREHAND_SUB:
2321 if (player_ptr->riding) {
2325 case MELEE_TYPE_BAREHAND_TWO:
2326 hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2333 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2335 bonus_to_h = ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128) + ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2336 hit += std::max<int>(bonus_to_h, 1);
2340 /* Bonuses and penalties by weapon */
2341 PlayerClass pc(player_ptr);
2342 if (has_melee_weapon(player_ptr, slot)) {
2343 auto *o_ptr = &player_ptr->inventory_list[slot];
2344 auto flags = object_flags(o_ptr);
2346 /* Traind bonuses */
2347 const auto tval = o_ptr->bi_key.tval();
2348 const auto sval = o_ptr->bi_key.sval().value();
2349 hit += (player_ptr->weapon_exp[tval][sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2351 /* Weight penalty */
2352 if (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10) {
2353 hit += 2 * (calc_weapon_weight_limit(player_ptr) - o_ptr->weight / 10);
2356 /* Low melee penalty */
2357 if ((o_ptr->is_fully_known() || is_real_value) && o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2358 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2365 /* Riding bonus and penalty */
2366 if (player_ptr->riding > 0) {
2367 if (o_ptr->is_lance()) {
2369 } else if (flags.has_not(TR_RIDING)) {
2371 if (PlayerClass(player_ptr).is_tamer()) {
2374 penalty = monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2385 /* Class penalties */
2386 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2388 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2389 hit += player_ptr->lev / 5;
2390 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2391 hit += player_ptr->lev / 5;
2393 } else if (pc.equals(PlayerClassType::SORCERER)) {
2394 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2395 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2403 if (has_not_ninja_weapon(player_ptr, (int)calc_hand) || has_not_monk_weapon(player_ptr, (int)calc_hand)) {
2407 /* Hex realm bonuses */
2408 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2409 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2412 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2415 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2418 if (o_ptr->curse_flags.has(CurseTraitType::TY_CURSE)) {
2424 /* Bonuses from inventory */
2425 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2426 auto *o_ptr = &player_ptr->inventory_list[i];
2428 /* Ignore empty hands, handed weapons, bows and capture balls */
2429 const auto has_melee = has_melee_weapon(player_ptr, i);
2430 if (!o_ptr->is_valid() || o_ptr->bi_key.tval() == ItemKindType::CAPTURE) {
2434 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2438 /* Fake value does not include unknown objects' value */
2439 if (!o_ptr->is_known() && !is_real_value) {
2443 int bonus_to_h = o_ptr->to_h;
2445 /* When wields only a weapon */
2446 if (pc.equals(PlayerClassType::NINJA)) {
2447 if (o_ptr->to_h > 0) {
2448 bonus_to_h = (o_ptr->to_h + 1) / 2;
2452 switch (player_melee_type(player_ptr)) {
2453 case MELEE_TYPE_BAREHAND_TWO:
2454 case MELEE_TYPE_WEAPON_TWOHAND:
2455 if (calc_hand == main_attack_hand(player_ptr)) {
2456 hit += (int16_t)bonus_to_h;
2460 case MELEE_TYPE_BAREHAND_MAIN:
2461 case MELEE_TYPE_WEAPON_MAIN:
2462 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2463 hit += (int16_t)bonus_to_h;
2467 case MELEE_TYPE_BAREHAND_SUB:
2468 case MELEE_TYPE_WEAPON_SUB:
2469 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2470 hit += (int16_t)bonus_to_h;
2474 case MELEE_TYPE_WEAPON_DOUBLE:
2475 if (calc_hand == PLAYER_HAND_MAIN) {
2476 if (i == INVEN_MAIN_RING) {
2477 hit += (int16_t)bonus_to_h;
2478 } else if (i != INVEN_SUB_RING) {
2479 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2482 if (calc_hand == PLAYER_HAND_SUB) {
2483 if (i == INVEN_SUB_RING) {
2484 hit += (int16_t)bonus_to_h;
2485 } else if (i != INVEN_MAIN_RING) {
2486 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2491 case MELEE_TYPE_SHIELD_DOUBLE:
2499 /* Martial arts bonus */
2500 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2501 hit += (player_ptr->lev / 3);
2504 /* Two handed combat penalty */
2505 hit -= calc_double_weapon_penalty(player_ptr, slot);
2507 // 朱雀の構えをとっているとき、格闘命中に -(レベル)/3 の修正を得る。
2508 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2509 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2510 hit -= (player_ptr->lev / 3);
2514 return static_cast<short>(hit);
2517 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value)
2521 pow += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2522 pow += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2526 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2527 if (o_ptr->is_valid()) {
2528 if (o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2529 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2538 auto player_stun = player_ptr->effects()->stun();
2539 pow -= player_stun->get_damage_penalty();
2540 if (is_blessed(player_ptr)) {
2544 if (is_hero(player_ptr)) {
2548 if (is_shero(player_ptr)) {
2552 auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2554 if (is_heavy_shoot(player_ptr, o_ptr)) {
2555 pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
2558 if (o_ptr->is_valid()) {
2559 if (!is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
2560 if (PlayerClass(player_ptr).equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
2561 pow += (10 + (player_ptr->lev / 5));
2567 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2569 o_ptr = &player_ptr->inventory_list[i];
2570 const auto has_melee = has_melee_weapon(player_ptr, i);
2571 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2575 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2579 bonus_to_h = o_ptr->to_h;
2581 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2582 if (o_ptr->to_h > 0) {
2583 bonus_to_h = (o_ptr->to_h + 1) / 2;
2587 if (is_real_value || o_ptr->is_known()) {
2588 pow += (int16_t)bonus_to_h;
2592 pow -= calc_riding_bow_penalty(player_ptr);
2597 static int16_t calc_to_damage_misc(PlayerType *player_ptr)
2603 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2604 o_ptr = &player_ptr->inventory_list[i];
2605 if (!o_ptr->is_valid()) {
2609 int bonus_to_d = o_ptr->to_d;
2610 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2611 if (o_ptr->to_d > 0) {
2612 bonus_to_d = (o_ptr->to_d + 1) / 2;
2615 to_dam += (int16_t)bonus_to_d;
2618 if (is_shero(player_ptr)) {
2619 to_dam += 3 + (player_ptr->lev / 5);
2622 auto player_stun = player_ptr->effects()->stun();
2623 to_dam -= player_stun->get_damage_penalty();
2624 to_dam += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2628 static int16_t calc_to_hit_misc(PlayerType *player_ptr)
2634 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2635 o_ptr = &player_ptr->inventory_list[i];
2636 if (!o_ptr->is_valid()) {
2640 int bonus_to_h = o_ptr->to_h;
2641 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2642 if (o_ptr->to_h > 0) {
2643 bonus_to_h = (o_ptr->to_h + 1) / 2;
2646 to_hit += (int16_t)bonus_to_h;
2649 if (is_blessed(player_ptr)) {
2653 if (is_hero(player_ptr)) {
2657 if (is_shero(player_ptr)) {
2661 auto player_stun = player_ptr->effects()->stun();
2662 to_hit -= player_stun->get_damage_penalty();
2663 to_hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2664 to_hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2669 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot)
2671 auto *o_ptr = &player_ptr->inventory_list[slot];
2672 return (player_ptr->riding > 0) && o_ptr->is_lance() ? 2 : 0;
2676 * @brief プレイヤーの所持重量制限を計算する /
2677 * Computes current weight limit.
2680 WEIGHT calc_weight_limit(PlayerType *player_ptr)
2682 WEIGHT i = (WEIGHT)adj_str_wgt[player_ptr->stat_index[A_STR]] * 50;
2683 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
2690 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
2691 * @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。
2693 void update_creature(PlayerType *player_ptr)
2695 auto &rfu = RedrawingFlagsUpdater::get_instance();
2696 if (!rfu.any_stats()) {
2700 auto *floor_ptr = player_ptr->current_floor_ptr;
2701 if (rfu.has(StatusRedrawingFlag::AUTO_DESTRUCTION)) {
2702 rfu.reset_flag(StatusRedrawingFlag::AUTO_DESTRUCTION);
2703 autopick_delayed_alter(player_ptr);
2706 if (rfu.has(StatusRedrawingFlag::COMBINATION)) {
2707 rfu.reset_flag(StatusRedrawingFlag::COMBINATION);
2708 combine_pack(player_ptr);
2711 if (rfu.has(StatusRedrawingFlag::REORDER)) {
2712 rfu.reset_flag(StatusRedrawingFlag::REORDER);
2713 reorder_pack(player_ptr);
2716 if (rfu.has(StatusRedrawingFlag::BONUS)) {
2717 rfu.reset_flag(StatusRedrawingFlag::BONUS);
2718 PlayerAlignment(player_ptr).update_alignment();
2719 PlayerSkill ps(player_ptr);
2720 ps.apply_special_weapon_skill_max_values();
2721 ps.limit_weapon_skills_by_max_value();
2722 update_bonuses(player_ptr);
2725 if (rfu.has(StatusRedrawingFlag::TORCH)) {
2726 rfu.reset_flag(StatusRedrawingFlag::TORCH);
2727 update_lite_radius(player_ptr);
2730 if (rfu.has(StatusRedrawingFlag::HP)) {
2731 rfu.reset_flag(StatusRedrawingFlag::HP);
2732 update_max_hitpoints(player_ptr);
2735 if (rfu.has(StatusRedrawingFlag::MP)) {
2736 rfu.reset_flag(StatusRedrawingFlag::MP);
2737 update_max_mana(player_ptr);
2740 if (rfu.has(StatusRedrawingFlag::SPELLS)) {
2741 rfu.reset_flag(StatusRedrawingFlag::SPELLS);
2742 update_num_of_spells(player_ptr);
2745 if (!w_ptr->character_generated || (w_ptr->character_icky_depth > 0)) {
2749 if (rfu.has(StatusRedrawingFlag::UN_LITE)) {
2750 rfu.reset_flag(StatusRedrawingFlag::UN_LITE);
2751 forget_lite(floor_ptr);
2754 if (rfu.has(StatusRedrawingFlag::UN_VIEW)) {
2755 rfu.reset_flag(StatusRedrawingFlag::UN_VIEW);
2756 forget_view(floor_ptr);
2759 if (rfu.has(StatusRedrawingFlag::VIEW)) {
2760 rfu.reset_flag(StatusRedrawingFlag::VIEW);
2761 update_view(player_ptr);
2764 if (rfu.has(StatusRedrawingFlag::LITE)) {
2765 rfu.reset_flag(StatusRedrawingFlag::LITE);
2766 update_lite(player_ptr);
2769 if (rfu.has(StatusRedrawingFlag::FLOW)) {
2770 rfu.reset_flag(StatusRedrawingFlag::FLOW);
2771 update_flow(player_ptr);
2774 if (rfu.has(StatusRedrawingFlag::DISTANCE)) {
2775 rfu.reset_flag(StatusRedrawingFlag::DISTANCE);
2776 update_monsters(player_ptr, true);
2779 if (rfu.has(StatusRedrawingFlag::MONSTER_LITE)) {
2780 rfu.reset_flag(StatusRedrawingFlag::MONSTER_LITE);
2781 update_mon_lite(player_ptr);
2784 if (rfu.has(StatusRedrawingFlag::DELAY_VISIBILITY)) {
2785 rfu.reset_flag(StatusRedrawingFlag::DELAY_VISIBILITY);
2786 delayed_visual_update(player_ptr);
2789 if (rfu.has(StatusRedrawingFlag::MONSTER_STATUSES)) {
2790 rfu.reset_flag(StatusRedrawingFlag::MONSTER_STATUSES);
2791 update_monsters(player_ptr, false);
2796 * @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
2797 * @return 魔道書を一冊も持っていないならTRUEを返す
2799 bool player_has_no_spellbooks(PlayerType *player_ptr)
2802 for (int i = 0; i < INVEN_PACK; i++) {
2803 o_ptr = &player_ptr->inventory_list[i];
2804 if (o_ptr->is_valid() && check_book_realm(player_ptr, o_ptr->bi_key)) {
2809 auto *floor_ptr = player_ptr->current_floor_ptr;
2810 for (const auto this_o_idx : floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
2811 o_ptr = &floor_ptr->o_list[this_o_idx];
2812 if (o_ptr->is_valid() && o_ptr->marked.has(OmType::FOUND) && check_book_realm(player_ptr, o_ptr->bi_key)) {
2821 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
2824 * @return 配置に成功したらTRUE
2826 bool player_place(PlayerType *player_ptr, POSITION y, POSITION x)
2828 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0) {
2832 /* Save player location */
2839 * @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
2841 void wreck_the_pattern(PlayerType *player_ptr)
2843 auto *floor_ptr = player_ptr->current_floor_ptr;
2844 int pattern_type = terrains_info[floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2845 if (pattern_type == PATTERN_TILE_WRECKED) {
2849 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
2850 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
2852 if (!is_invuln(player_ptr)) {
2853 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"));
2856 int to_ruin = randint1(45) + 35;
2859 scatter(player_ptr, &r_y, &r_x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
2861 if (pattern_tile(floor_ptr, r_y, r_x) && (terrains_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
2862 cave_set_feat(player_ptr, r_y, r_x, feat_pattern_corrupted);
2866 cave_set_feat(player_ptr, player_ptr->y, player_ptr->x, feat_pattern_corrupted);
2870 * @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 /
2871 * Advance experience levels and print experience
2873 void check_experience(PlayerType *player_ptr)
2875 if (player_ptr->exp < 0) {
2876 player_ptr->exp = 0;
2878 if (player_ptr->max_exp < 0) {
2879 player_ptr->max_exp = 0;
2881 if (player_ptr->max_max_exp < 0) {
2882 player_ptr->max_max_exp = 0;
2885 if (player_ptr->exp > PY_MAX_EXP) {
2886 player_ptr->exp = PY_MAX_EXP;
2888 if (player_ptr->max_exp > PY_MAX_EXP) {
2889 player_ptr->max_exp = PY_MAX_EXP;
2891 if (player_ptr->max_max_exp > PY_MAX_EXP) {
2892 player_ptr->max_max_exp = PY_MAX_EXP;
2895 if (player_ptr->exp > player_ptr->max_exp) {
2896 player_ptr->max_exp = player_ptr->exp;
2898 if (player_ptr->max_exp > player_ptr->max_max_exp) {
2899 player_ptr->max_max_exp = player_ptr->max_exp;
2902 auto &rfu = RedrawingFlagsUpdater::get_instance();
2903 rfu.set_flag(MainWindowRedrawingFlag::EXP);
2904 handle_stuff(player_ptr);
2906 PlayerRace pr(player_ptr);
2907 bool android = pr.equals(PlayerRaceType::ANDROID);
2908 PLAYER_LEVEL old_lev = player_ptr->lev;
2909 const auto flags_srf = {
2910 StatusRedrawingFlag::BONUS,
2911 StatusRedrawingFlag::HP,
2912 StatusRedrawingFlag::MP,
2913 StatusRedrawingFlag::SPELLS,
2915 while ((player_ptr->lev > 1) && (player_ptr->exp < ((android ? player_exp_a : player_exp)[player_ptr->lev - 2] * player_ptr->expfact / 100L))) {
2917 rfu.set_flags(flags_srf);
2918 const auto flags_mwrf = {
2919 MainWindowRedrawingFlag::LEVEL,
2920 MainWindowRedrawingFlag::TITLE,
2922 rfu.set_flags(flags_mwrf);
2923 set_bits(player_ptr->window_flags, PW_PLAYER);
2924 handle_stuff(player_ptr);
2927 bool level_reward = false;
2928 bool level_mutation = false;
2929 bool level_inc_stat = false;
2930 while ((player_ptr->lev < PY_MAX_LEVEL) && (player_ptr->exp >= ((android ? player_exp_a : player_exp)[player_ptr->lev - 1] * player_ptr->expfact / 100L))) {
2932 if (player_ptr->lev > player_ptr->max_plv) {
2933 player_ptr->max_plv = player_ptr->lev;
2935 if (PlayerClass(player_ptr).equals(PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
2936 level_reward = true;
2938 if (pr.equals(PlayerRaceType::BEASTMAN)) {
2940 level_mutation = true;
2943 level_inc_stat = true;
2945 exe_write_diary(player_ptr, DIARY_LEVELUP, player_ptr->lev, nullptr);
2949 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), player_ptr->lev);
2950 rfu.set_flags(flags_srf);
2951 const auto flags_mwrf_levelup = {
2952 MainWindowRedrawingFlag::LEVEL,
2953 MainWindowRedrawingFlag::TITLE,
2954 MainWindowRedrawingFlag::EXP,
2956 rfu.set_flags(flags_mwrf_levelup);
2957 set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL | PW_INVENTORY));
2958 player_ptr->level_up_message = true;
2959 handle_stuff(player_ptr);
2961 player_ptr->level_up_message = false;
2962 if (level_inc_stat) {
2963 if (!(player_ptr->max_plv % 10)) {
2969 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), cnv_stat(player_ptr->stat_max[0]).data()), 2, 14);
2970 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), cnv_stat(player_ptr->stat_max[1]).data()), 3, 14);
2971 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), cnv_stat(player_ptr->stat_max[2]).data()), 4, 14);
2972 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), cnv_stat(player_ptr->stat_max[3]).data()), 5, 14);
2973 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), cnv_stat(player_ptr->stat_max[4]).data()), 6, 14);
2974 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), cnv_stat(player_ptr->stat_max[5]).data()), 7, 14);
2977 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
2981 if ((choice >= 'a') && (choice <= 'f')) {
2985 for (n = 0; n < A_MAX; n++) {
2986 if (n != choice - 'a') {
2990 if (get_check(_("よろしいですか?", "Are you sure? "))) {
2994 do_inc_stat(player_ptr, choice - 'a');
2996 } else if (!(player_ptr->max_plv % 2)) {
2997 do_inc_stat(player_ptr, randint0(6));
3001 if (level_mutation) {
3002 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3003 (void)gain_mutation(player_ptr, 0);
3004 level_mutation = false;
3008 * 報酬でレベルが上ると再帰的に check_experience(player_ptr) が
3012 patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, 0);
3013 level_reward = false;
3016 rfu.set_flags(flags_srf);
3017 const auto flags_mwrf = {
3018 MainWindowRedrawingFlag::LEVEL,
3019 MainWindowRedrawingFlag::TITLE,
3021 rfu.set_flags(flags_mwrf);
3022 set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL));
3023 handle_stuff(player_ptr);
3026 if (old_lev != player_ptr->lev) {
3027 autopick_load_pref(player_ptr, false);
3032 * @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
3034 * @return std::string 右詰め6文字で記述した能力値
3036 std::string cnv_stat(int val)
3039 return format(" %2d", val);
3042 int bonus = (val - 18);
3045 } else if (bonus >= 100) {
3046 return format("18/%03d", bonus);
3048 return format(" 18/%02d", bonus);
3053 * @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。
3054 * Modify a stat value by a "modifier", return new value
3056 * @param amount 加減算値
3060 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3061 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3062 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3063 * Or even: 18/13, 18/03, 18, 17, ..., 3
3066 int16_t modify_stat_value(int value, int amount)
3069 for (int i = 0; i < amount; i++) {
3076 } else if (amount < 0) {
3077 for (int i = 0; i < (0 - amount); i++) {
3078 if (value >= 18 + 10) {
3080 } else if (value > 18) {
3082 } else if (value > 3) {
3088 return (int16_t)value;
3093 * Hack -- Calculates the total number of points earned -JWT-
3096 long calc_score(PlayerType *player_ptr)
3098 int arena_win = std::min<int>(player_ptr->arena_number, MAX_ARENA_MONS);
3101 if (!preserve_mode) {
3113 if (ironman_shops) {
3116 if (ironman_small_levels) {
3119 if (ironman_empty_levels) {
3122 if (!powerup_home) {
3125 if (ironman_rooms) {
3128 if (ironman_nightmare) {
3137 for (const auto &d_ref : dungeons_info) {
3138 if (max_dl < max_dlv[d_ref.idx]) {
3139 max_dl = max_dlv[d_ref.idx];
3143 uint32_t point_l = (player_ptr->max_max_exp + (100 * max_dl));
3144 uint32_t point_h = point_l / 0x10000L;
3145 point_l = point_l % 0x10000L;
3148 point_h += point_l / 0x10000L;
3149 point_l %= 0x10000L;
3151 point_l += ((point_h % 100) << 16);
3155 uint32_t point = (point_h << 16) + (point_l);
3156 if (player_ptr->arena_number >= 0) {
3157 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3160 if (ironman_downward) {
3163 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
3164 if (PlayerRace(player_ptr).equals(PlayerRaceType::SPECTRE)) {
3169 if ((player_ptr->ppersonality == PERSONALITY_MUNCHKIN) && point) {
3171 if (w_ptr->total_winner) {
3180 * @param player_ptr プレイヤーへの参照ポインタ
3181 * @return 祝福状態ならばTRUE
3183 bool is_blessed(PlayerType *player_ptr)
3185 return player_ptr->blessed || music_singing(player_ptr, MUSIC_BLESS) || SpellHex(player_ptr).is_spelling_specific(HEX_BLESS);
3188 bool is_tim_esp(PlayerType *player_ptr)
3190 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
3191 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
3192 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
3195 bool is_tim_stealth(PlayerType *player_ptr)
3197 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3200 bool is_time_limit_esp(PlayerType *player_ptr)
3202 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
3203 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
3204 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
3207 bool is_time_limit_stealth(PlayerType *player_ptr)
3209 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3213 * @brief 口を使う継続的な処理を中断する
3214 * @param player_ptr プレイヤーへの参照ポインタ
3216 void stop_mouth(PlayerType *player_ptr)
3218 if (music_singing_any(player_ptr)) {
3219 stop_singing(player_ptr);
3222 if (SpellHex(player_ptr).is_spelling_any()) {
3223 (void)SpellHex(player_ptr).stop_all_spells();
3227 bool is_fast(PlayerType *player_ptr)
3229 return player_ptr->effects()->acceleration()->is_fast() || music_singing(player_ptr, MUSIC_SPEED) || music_singing(player_ptr, MUSIC_SHERO);
3232 bool is_invuln(PlayerType *player_ptr)
3234 return player_ptr->invuln || music_singing(player_ptr, MUSIC_INVULN);
3237 bool is_hero(PlayerType *player_ptr)
3239 return player_ptr->hero || music_singing(player_ptr, MUSIC_HERO) || music_singing(player_ptr, MUSIC_SHERO);
3242 bool is_shero(PlayerType *player_ptr)
3244 return player_ptr->shero || PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER);
3247 bool is_echizen(PlayerType *player_ptr)
3249 return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].is_specific_artifact(FixedArtifactId::CRIMSON));
3252 bool is_chargeman(PlayerType *player_ptr)
3254 return player_ptr->ppersonality == PERSONALITY_CHARGEMAN;
3257 WEIGHT calc_weapon_weight_limit(PlayerType *player_ptr)
3259 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3261 if (has_two_handed_weapons(player_ptr)) {
3268 WEIGHT calc_bow_weight_limit(PlayerType *player_ptr)
3270 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3275 static player_hand main_attack_hand(PlayerType *player_ptr)
3277 switch (player_melee_type(player_ptr)) {
3278 case MELEE_TYPE_BAREHAND_TWO:
3279 return PLAYER_HAND_MAIN;
3280 case MELEE_TYPE_BAREHAND_MAIN:
3281 return PLAYER_HAND_MAIN;
3282 case MELEE_TYPE_BAREHAND_SUB:
3283 return PLAYER_HAND_SUB;
3284 case MELEE_TYPE_WEAPON_MAIN:
3285 return PLAYER_HAND_MAIN;
3286 case MELEE_TYPE_WEAPON_SUB:
3287 return PLAYER_HAND_SUB;
3288 case MELEE_TYPE_WEAPON_TWOHAND:
3289 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND) ? PLAYER_HAND_MAIN : PLAYER_HAND_SUB;
3290 case MELEE_TYPE_WEAPON_DOUBLE:
3291 return PLAYER_HAND_MAIN;
3292 case MELEE_TYPE_SHIELD_DOUBLE:
3293 return PLAYER_HAND_MAIN;
3295 return PLAYER_HAND_MAIN;
3298 bool set_quick_and_tiny(PlayerType *player_ptr)
3300 auto is_quickly_tiny = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::QUICKTHORN);
3301 is_quickly_tiny &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TINYTHORN);
3302 return is_quickly_tiny;
3305 bool set_musasi(PlayerType *player_ptr)
3307 auto is_musasi = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::MUSASI_KATANA);
3308 is_musasi &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::MUSASI_WAKIZASI);
3312 bool set_icing_and_twinkle(PlayerType *player_ptr)
3314 auto can_call_ice_wind_saga = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ICINGDEATH);
3315 can_call_ice_wind_saga &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TWINKLE);
3316 return can_call_ice_wind_saga;
3319 bool set_anubis_and_chariot(PlayerType *player_ptr)
3321 auto is_anubis_chariot = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ANUBIS);
3322 is_anubis_chariot &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::SILVER_CHARIOT);
3323 return is_anubis_chariot;