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/string-processor.h"
118 #include "view/display-messages.h"
119 #include "world/world.h"
121 static const int extra_magic_glove_reduce_mana = 1;
123 static bool is_martial_arts_mode(PlayerType *player_ptr);
125 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr);
126 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr);
127 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr);
128 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr);
129 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr);
130 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr);
131 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr);
132 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr);
133 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr);
134 static bool is_heavy_wield(PlayerType *player_ptr, int i);
135 static int16_t calc_num_blow(PlayerType *player_ptr, int i);
136 static int16_t calc_to_magic_chance(PlayerType *player_ptr);
137 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr);
138 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value);
139 static int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot);
140 static bool is_riding_two_hands(PlayerType *player_ptr);
141 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr);
142 static void put_equipment_warning(PlayerType *player_ptr);
144 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value);
145 static int16_t calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value);
147 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value);
149 static int16_t calc_to_damage_misc(PlayerType *player_ptr);
150 static int16_t calc_to_hit_misc(PlayerType *player_ptr);
152 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot);
153 static player_hand main_attack_hand(PlayerType *player_ptr);
155 /*** Player information ***/
158 * @brief 遅延描画更新 / Delayed visual update
159 * @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
160 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
161 * @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?
163 static void delayed_visual_update(PlayerType *player_ptr)
165 auto *floor_ptr = player_ptr->current_floor_ptr;
166 for (int i = 0; i < floor_ptr->redraw_n; i++) {
167 POSITION y = floor_ptr->redraw_y[i];
168 POSITION x = floor_ptr->redraw_x[i];
170 g_ptr = &floor_ptr->grid_array[y][x];
171 if (none_bits(g_ptr->info, CAVE_REDRAW)) {
175 if (any_bits(g_ptr->info, CAVE_NOTE)) {
176 note_spot(player_ptr, y, x);
179 lite_spot(player_ptr, y, x);
181 update_monster(player_ptr, g_ptr->m_idx, false);
184 reset_bits(g_ptr->info, (CAVE_NOTE | CAVE_REDRAW));
187 floor_ptr->redraw_n = 0;
191 * @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 /
192 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
193 * @return 重すぎるならばTRUE
195 static bool is_heavy_shoot(PlayerType *player_ptr, const ItemEntity *o_ptr)
197 return calc_bow_weight_limit(player_ptr) < (o_ptr->weight / 10);
202 * @param player_ptr プレイヤーへの参照ポインタ
205 WEIGHT calc_inventory_weight(PlayerType *player_ptr)
210 for (int i = 0; i < INVEN_TOTAL; i++) {
211 o_ptr = &player_ptr->inventory_list[i];
212 if (!o_ptr->is_valid()) {
215 weight += o_ptr->weight * o_ptr->number;
220 static void update_ability_scores(PlayerType *player_ptr)
222 PlayerStrength player_str(player_ptr);
223 PlayerIntelligence player_int(player_ptr);
224 PlayerWisdom player_wis(player_ptr);
225 PlayerDexterity player_dex(player_ptr);
226 PlayerConstitution player_con(player_ptr);
227 PlayerCharisma player_chr(player_ptr);
228 PlayerBasicStatistics *player_stats[] = { &player_str, &player_int, &player_wis, &player_dex, &player_con, &player_chr };
229 for (auto i = 0; i < A_MAX; ++i) {
230 player_ptr->stat_add[i] = player_stats[i]->modification_value();
231 player_stats[i]->update_value();
236 * @brief プレイヤーの全ステータスを更新する /
237 * Calculate the players current "state", taking into account
238 * not only race/class intrinsics, but also objects being worn
239 * and temporary spell effects.
242 * See also update_max_mana() and update_max_hitpoints().
244 * Take note of the new "speed code", in particular, a very strong
245 * player will start slowing down as soon as he reaches 150 pounds,
246 * but not until he reaches 450 pounds will he be half as fast as
247 * a normal kobold. This both hurts and helps the player, hurts
248 * because in the old days a player could just avoid 300 pounds,
249 * and helps because now carrying 300 pounds is not very painful.
251 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
252 * damage, since that would affect non-combat things. These values
253 * are actually added in later, at the appropriate place.
255 * This function induces various "status" messages.
257 * @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。
259 static void update_bonuses(PlayerType *player_ptr)
261 auto empty_hands_status = empty_hands(player_ptr, true);
264 /* Save the old vision stuff */
265 BIT_FLAGS old_telepathy = player_ptr->telepathy;
266 BIT_FLAGS old_esp_animal = player_ptr->esp_animal;
267 BIT_FLAGS old_esp_undead = player_ptr->esp_undead;
268 BIT_FLAGS old_esp_demon = player_ptr->esp_demon;
269 BIT_FLAGS old_esp_orc = player_ptr->esp_orc;
270 BIT_FLAGS old_esp_troll = player_ptr->esp_troll;
271 BIT_FLAGS old_esp_giant = player_ptr->esp_giant;
272 BIT_FLAGS old_esp_dragon = player_ptr->esp_dragon;
273 BIT_FLAGS old_esp_human = player_ptr->esp_human;
274 BIT_FLAGS old_esp_evil = player_ptr->esp_evil;
275 BIT_FLAGS old_esp_good = player_ptr->esp_good;
276 BIT_FLAGS old_esp_nonliving = player_ptr->esp_nonliving;
277 BIT_FLAGS old_esp_unique = player_ptr->esp_unique;
278 BIT_FLAGS old_see_inv = player_ptr->see_inv;
279 BIT_FLAGS old_mighty_throw = player_ptr->mighty_throw;
280 int16_t old_speed = player_ptr->pspeed;
282 ARMOUR_CLASS old_dis_ac = player_ptr->dis_ac;
283 ARMOUR_CLASS old_dis_to_a = player_ptr->dis_to_a;
285 player_ptr->xtra_might = has_xtra_might(player_ptr);
286 player_ptr->esp_evil = has_esp_evil(player_ptr);
287 player_ptr->esp_animal = has_esp_animal(player_ptr);
288 player_ptr->esp_undead = has_esp_undead(player_ptr);
289 player_ptr->esp_demon = has_esp_demon(player_ptr);
290 player_ptr->esp_orc = has_esp_orc(player_ptr);
291 player_ptr->esp_troll = has_esp_troll(player_ptr);
292 player_ptr->esp_giant = has_esp_giant(player_ptr);
293 player_ptr->esp_dragon = has_esp_dragon(player_ptr);
294 player_ptr->esp_human = has_esp_human(player_ptr);
295 player_ptr->esp_good = has_esp_good(player_ptr);
296 player_ptr->esp_nonliving = has_esp_nonliving(player_ptr);
297 player_ptr->esp_unique = has_esp_unique(player_ptr);
298 player_ptr->telepathy = has_esp_telepathy(player_ptr);
299 player_ptr->bless_blade = has_bless_blade(player_ptr);
300 player_ptr->easy_2weapon = has_easy2_weapon(player_ptr);
301 player_ptr->down_saving = has_down_saving(player_ptr);
302 player_ptr->yoiyami = has_no_ac(player_ptr);
303 player_ptr->mighty_throw = has_mighty_throw(player_ptr);
304 player_ptr->dec_mana = has_dec_mana(player_ptr);
305 player_ptr->see_nocto = has_see_nocto(player_ptr);
306 player_ptr->warning = has_warning(player_ptr);
307 player_ptr->anti_magic = has_anti_magic(player_ptr);
308 player_ptr->anti_tele = has_anti_tele(player_ptr);
309 player_ptr->easy_spell = has_easy_spell(player_ptr);
310 player_ptr->heavy_spell = has_heavy_spell(player_ptr);
311 player_ptr->hold_exp = has_hold_exp(player_ptr);
312 player_ptr->see_inv = has_see_inv(player_ptr);
313 player_ptr->free_act = has_free_act(player_ptr);
314 player_ptr->levitation = has_levitation(player_ptr);
315 player_ptr->can_swim = has_can_swim(player_ptr);
316 player_ptr->slow_digest = has_slow_digest(player_ptr);
317 player_ptr->regenerate = has_regenerate(player_ptr);
318 update_curses(player_ptr);
319 player_ptr->impact = has_impact(player_ptr);
320 player_ptr->earthquake = has_earthquake(player_ptr);
321 update_extra_blows(player_ptr);
323 player_ptr->lite = has_lite(player_ptr);
325 if (!PlayerClass(player_ptr).monk_stance_is(MonkStanceType::NONE)) {
326 if (none_bits(empty_hands_status, EMPTY_HAND_MAIN)) {
327 set_action(player_ptr, ACTION_NONE);
331 update_ability_scores(player_ptr);
332 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
333 if (o_ptr->is_valid()) {
334 player_ptr->tval_ammo = o_ptr->get_arrow_kind();
335 player_ptr->num_fire = calc_num_fire(player_ptr, o_ptr);
338 for (int i = 0; i < 2; i++) {
339 player_ptr->is_icky_wield[i] = is_wielding_icky_weapon(player_ptr, i);
340 player_ptr->is_icky_riding_wield[i] = is_wielding_icky_riding_weapon(player_ptr, i);
341 player_ptr->heavy_wield[i] = is_heavy_wield(player_ptr, i);
342 player_ptr->num_blow[i] = calc_num_blow(player_ptr, i);
343 player_ptr->to_dd[i] = calc_to_weapon_dice_num(player_ptr, INVEN_MAIN_HAND + i);
344 player_ptr->to_ds[i] = 0;
347 player_ptr->pspeed = PlayerSpeed(player_ptr).get_value();
348 player_ptr->see_infra = PlayerInfravision(player_ptr).get_value();
349 player_ptr->skill_stl = PlayerStealth(player_ptr).get_value();
350 player_ptr->skill_dis = calc_disarming(player_ptr);
351 player_ptr->skill_dev = calc_device_ability(player_ptr);
352 player_ptr->skill_sav = calc_saving_throw(player_ptr);
353 player_ptr->skill_srh = calc_search(player_ptr);
354 player_ptr->skill_fos = calc_search_freq(player_ptr);
355 player_ptr->skill_thn = calc_to_hit_melee(player_ptr);
356 player_ptr->skill_thb = calc_to_hit_shoot(player_ptr);
357 player_ptr->skill_tht = calc_to_hit_throw(player_ptr);
358 player_ptr->riding_ryoute = is_riding_two_hands(player_ptr);
359 player_ptr->to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, true);
360 player_ptr->to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, true);
361 player_ptr->dis_to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, false);
362 player_ptr->dis_to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, false);
363 player_ptr->to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, true);
364 player_ptr->to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, true);
365 player_ptr->dis_to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, false);
366 player_ptr->dis_to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, false);
367 player_ptr->to_h_b = calc_to_hit_bow(player_ptr, true);
368 player_ptr->dis_to_h_b = calc_to_hit_bow(player_ptr, false);
369 player_ptr->to_d_m = calc_to_damage_misc(player_ptr);
370 player_ptr->to_h_m = calc_to_hit_misc(player_ptr);
371 player_ptr->skill_dig = calc_skill_dig(player_ptr);
372 player_ptr->to_m_chance = calc_to_magic_chance(player_ptr);
373 player_ptr->ac = calc_base_ac(player_ptr);
374 player_ptr->to_a = calc_to_ac(player_ptr, true);
375 player_ptr->dis_ac = calc_base_ac(player_ptr);
376 player_ptr->dis_to_a = calc_to_ac(player_ptr, false);
378 auto &rfu = RedrawingFlagsUpdater::get_instance();
379 if (old_mighty_throw != player_ptr->mighty_throw) {
380 rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
383 if (player_ptr->telepathy != old_telepathy) {
384 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::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 if (is_esp_updated) {
400 rfu.set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
403 if (player_ptr->see_inv != old_see_inv) {
404 rfu.set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
407 if (player_ptr->pspeed != old_speed) {
408 rfu.set_flag(MainWindowRedrawingFlag::SPEED);
411 if ((player_ptr->dis_ac != old_dis_ac) || (player_ptr->dis_to_a != old_dis_to_a)) {
412 rfu.set_flag(MainWindowRedrawingFlag::AC);
413 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
416 if (w_ptr->character_xtra) {
420 put_equipment_warning(player_ptr);
421 check_no_flowed(player_ptr);
425 * @brief プレイヤーの最大HPを更新する /
426 * Update the players maximal hit points
427 * Adjust current hitpoints if necessary
430 static void update_max_hitpoints(PlayerType *player_ptr)
432 int bonus = ((int)(adj_con_mhp[player_ptr->stat_index[A_CON]]) - 128) * player_ptr->lev / 4;
433 int mhp = player_ptr->player_hp[player_ptr->lev - 1];
436 PlayerClass pc(player_ptr);
437 auto is_sorcerer = pc.equals(PlayerClassType::SORCERER);
438 if (player_ptr->mimic_form != MimicKindType::NONE) {
439 auto r_mhp = mimic_info.at(player_ptr->mimic_form).r_mhp;
441 tmp_hitdie = r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
443 tmp_hitdie = r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
446 mhp = mhp * tmp_hitdie / player_ptr->hitdie;
450 if (player_ptr->lev < 30) {
451 mhp = (mhp * (45 + player_ptr->lev) / 100);
453 mhp = (mhp * 75 / 100);
455 bonus = (bonus * 65 / 100);
460 if (pc.equals(PlayerClassType::BERSERKER)) {
461 mhp = mhp * (110 + (((player_ptr->lev + 40) * (player_ptr->lev + 40) - 1550) / 110)) / 100;
464 if (mhp < player_ptr->lev + 1) {
465 mhp = player_ptr->lev + 1;
467 if (is_hero(player_ptr)) {
470 if (is_shero(player_ptr)) {
473 if (player_ptr->tsuyoshi) {
476 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT)) {
479 if (SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
482 if (player_ptr->mhp == mhp) {
486 if (player_ptr->chp >= mhp) {
487 player_ptr->chp = mhp;
488 player_ptr->chp_frac = 0;
492 if (player_ptr->level_up_message && (mhp > player_ptr->mhp)) {
493 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - player_ptr->mhp));
496 player_ptr->mhp = mhp;
498 auto &rfu = RedrawingFlagsUpdater::get_instance();
499 rfu.set_flag(MainWindowRedrawingFlag::HP);
500 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
504 * @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。 /
505 * Calculate number of spells player should have, and forget,
506 * or remember, spells until that number is properly reflected.
508 * Note that this function induces various "status" messages,
509 * which must be bypasses until the character is created.
511 static void update_num_of_spells(PlayerType *player_ptr)
513 if ((mp_ptr->spell_book == ItemKindType::NONE) || !w_ptr->character_generated || w_ptr->character_xtra) {
517 PlayerClass pc(player_ptr);
518 if (pc.is_every_magic()) {
519 player_ptr->new_spells = 0;
523 const auto spell_category = spell_category_name(mp_ptr->spell_book);
524 int levels = player_ptr->lev - mp_ptr->spell_first + 1;
529 int num_allowed = (adj_mag_study[player_ptr->stat_index[mp_ptr->spell_stat]] * levels / 2);
531 if (!pc.equals(PlayerClassType::SAMURAI) && (mp_ptr->spell_book != ItemKindType::LIFE_BOOK)) {
535 if (pc.equals(PlayerClassType::SAMURAI)) {
537 } else if (player_ptr->realm2 == REALM_NONE) {
538 num_allowed = (num_allowed + 1) / 2;
539 if (num_allowed > (32 + bonus)) {
540 num_allowed = 32 + bonus;
542 } else if (pc.equals(PlayerClassType::MAGE) || pc.equals(PlayerClassType::PRIEST)) {
543 if (num_allowed > (96 + bonus)) {
544 num_allowed = 96 + bonus;
547 if (num_allowed > (80 + bonus)) {
548 num_allowed = 80 + bonus;
552 int num_boukyaku = 0;
553 for (int j = 0; j < 64; j++) {
554 if ((j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)))) {
559 player_ptr->new_spells = num_allowed + player_ptr->add_spells + num_boukyaku - player_ptr->learned_spells;
560 for (int i = 63; i >= 0; i--) {
561 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2) {
565 int j = player_ptr->spell_order[i];
570 const magic_type *s_ptr;
571 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
573 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
575 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
578 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
580 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
583 if (s_ptr->slevel <= player_ptr->lev) {
587 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
588 if (!is_spell_learned) {
594 set_bits(player_ptr->spell_forgotten1, (1UL << j));
595 which = player_ptr->realm1;
597 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
598 which = player_ptr->realm2;
602 reset_bits(player_ptr->spell_learned1, (1UL << j));
603 which = player_ptr->realm1;
605 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
606 which = player_ptr->realm2;
609 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
611 msg_format("%sの%sを忘れてしまった。", spell_name->data(), spell_category.data());
613 msg_format("You have forgotten the %s of %s.", spell_category.data(), spell_name->data());
615 player_ptr->new_spells++;
618 /* Forget spells if we know too many spells */
619 for (int i = 63; i >= 0; i--) {
620 if (player_ptr->new_spells >= 0) {
623 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2) {
627 int j = player_ptr->spell_order[i];
632 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
633 if (!is_spell_learned) {
639 set_bits(player_ptr->spell_forgotten1, (1UL << j));
640 which = player_ptr->realm1;
642 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
643 which = player_ptr->realm2;
647 reset_bits(player_ptr->spell_learned1, (1UL << j));
648 which = player_ptr->realm1;
650 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
651 which = player_ptr->realm2;
654 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
656 msg_format("%sの%sを忘れてしまった。", spell_name->data(), spell_category.data());
658 msg_format("You have forgotten the %s of %s.", spell_category.data(), spell_name->data());
660 player_ptr->new_spells++;
663 /* Check for spells to remember */
664 for (int i = 0; i < 64; i++) {
665 if (player_ptr->new_spells <= 0) {
668 if (!player_ptr->spell_forgotten1 && !player_ptr->spell_forgotten2) {
671 int j = player_ptr->spell_order[i];
676 const magic_type *s_ptr;
677 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
679 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
681 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
684 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
686 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
689 if (s_ptr->slevel > player_ptr->lev) {
693 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
694 if (!is_spell_learned) {
700 reset_bits(player_ptr->spell_forgotten1, (1UL << j));
701 which = player_ptr->realm1;
703 reset_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
704 which = player_ptr->realm2;
708 set_bits(player_ptr->spell_learned1, (1UL << j));
709 which = player_ptr->realm1;
711 set_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
712 which = player_ptr->realm2;
715 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
717 msg_format("%sの%sを思い出した。", spell_name->data(), spell_category.data());
719 msg_format("You have remembered the %s of %s.", spell_category.data(), spell_name->data());
721 player_ptr->new_spells--;
724 if (player_ptr->realm2 == REALM_NONE) {
726 for (int j = 0; j < 32; j++) {
727 const magic_type *s_ptr;
728 if (!is_magic(player_ptr->realm1)) {
729 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
731 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
734 if (s_ptr->slevel > player_ptr->lev) {
738 if (any_bits(player_ptr->spell_learned1, (1UL << j))) {
748 if ((player_ptr->new_spells > k) && ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) || (mp_ptr->spell_book == ItemKindType::HISSATSU_BOOK))) {
749 player_ptr->new_spells = (int16_t)k;
753 if (player_ptr->new_spells < 0) {
754 player_ptr->new_spells = 0;
757 if (player_ptr->old_spells == player_ptr->new_spells) {
761 if (player_ptr->new_spells) {
763 if (player_ptr->new_spells < 10) {
764 msg_format("あと %d つの%sを学べる。", player_ptr->new_spells, spell_category.data());
766 msg_format("あと %d 個の%sを学べる。", player_ptr->new_spells, spell_category.data());
769 msg_format("You can learn %d more %s%s.", player_ptr->new_spells, spell_category.data(), (player_ptr->new_spells != 1) ? "s" : "");
773 player_ptr->old_spells = player_ptr->new_spells;
774 auto &rfu = RedrawingFlagsUpdater::get_instance();
775 rfu.set_flag(MainWindowRedrawingFlag::STUDY);
776 rfu.set_flag(SubWindowRedrawingFlag::ITEM_KNOWLEDGE);
780 * @brief プレイヤーの最大MPを更新する /
781 * Update maximum mana. You do not need to know any spells.
782 * Note that mana is lowered by heavy (or inappropriate) armor.
784 * This function induces status messages.
786 static void update_max_mana(PlayerType *player_ptr)
788 if ((mp_ptr->spell_book == ItemKindType::NONE) && mp_ptr->spell_first == SPELL_FIRST_NO_SPELL) {
793 PlayerClass pc(player_ptr);
794 auto use_direct_level = pc.equals(PlayerClassType::MINDCRAFTER);
795 use_direct_level |= pc.equals(PlayerClassType::MIRROR_MASTER);
796 use_direct_level |= pc.equals(PlayerClassType::BLUE_MAGE);
797 use_direct_level |= pc.equals(PlayerClassType::ELEMENTALIST);
798 if (use_direct_level) {
799 levels = player_ptr->lev;
801 if (mp_ptr->spell_first > player_ptr->lev) {
803 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
807 levels = (player_ptr->lev - mp_ptr->spell_first) + 1;
811 if (pc.equals(PlayerClassType::SAMURAI)) {
812 msp = (adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] + 10) * 2;
814 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
817 msp = adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] * (levels + 3) / 4;
822 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
824 if (msp && (player_ptr->ppersonality == PERSONALITY_MUNCHKIN)) {
827 if (msp && pc.equals(PlayerClassType::HIGH_MAGE)) {
830 if (msp && pc.equals(PlayerClassType::SORCERER)) {
831 msp += msp * (25 + player_ptr->lev) / 100;
835 if (any_bits(mp_ptr->spell_xtra, extra_magic_glove_reduce_mana)) {
836 player_ptr->cumber_glove = false;
837 auto *o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
838 auto flags = object_flags(o_ptr);
839 auto should_mp_decrease = o_ptr->is_valid();
840 should_mp_decrease &= flags.has_not(TR_FREE_ACT);
841 should_mp_decrease &= flags.has_not(TR_DEC_MANA);
842 should_mp_decrease &= flags.has_not(TR_EASY_SPELL);
843 should_mp_decrease &= flags.has_not(TR_MAGIC_MASTERY) || (o_ptr->pval <= 0);
844 should_mp_decrease &= flags.has_not(TR_DEX) || (o_ptr->pval <= 0);
845 if (should_mp_decrease) {
846 player_ptr->cumber_glove = true;
851 player_ptr->cumber_armor = false;
854 const auto &item_main_hand = player_ptr->inventory_list[INVEN_MAIN_HAND];
855 const auto tval_main = item_main_hand.bi_key.tval();
856 if (tval_main > ItemKindType::SWORD) {
857 cur_wgt += item_main_hand.weight;
860 const auto &item_sub_hand = player_ptr->inventory_list[INVEN_SUB_HAND];
861 const auto tval_sub = item_sub_hand.bi_key.tval();
862 if (item_sub_hand.bi_key.tval() > ItemKindType::SWORD) {
863 cur_wgt += item_sub_hand.weight;
866 cur_wgt += player_ptr->inventory_list[INVEN_BODY].weight;
867 cur_wgt += player_ptr->inventory_list[INVEN_HEAD].weight;
868 cur_wgt += player_ptr->inventory_list[INVEN_OUTER].weight;
869 cur_wgt += player_ptr->inventory_list[INVEN_ARMS].weight;
870 cur_wgt += player_ptr->inventory_list[INVEN_FEET].weight;
872 switch (player_ptr->pclass) {
873 case PlayerClassType::MAGE:
874 case PlayerClassType::HIGH_MAGE:
875 case PlayerClassType::BLUE_MAGE:
876 case PlayerClassType::MONK:
877 case PlayerClassType::FORCETRAINER:
878 case PlayerClassType::SORCERER:
879 case PlayerClassType::ELEMENTALIST:
880 if (tval_main <= ItemKindType::SWORD) {
881 cur_wgt += item_main_hand.weight;
884 if (tval_sub <= ItemKindType::SWORD) {
885 cur_wgt += item_sub_hand.weight;
889 case PlayerClassType::PRIEST:
890 case PlayerClassType::BARD:
891 case PlayerClassType::TOURIST:
892 if (tval_main <= ItemKindType::SWORD) {
893 cur_wgt += item_main_hand.weight * 2 / 3;
896 if (tval_sub <= ItemKindType::SWORD) {
897 cur_wgt += item_sub_hand.weight * 2 / 3;
901 case PlayerClassType::MINDCRAFTER:
902 case PlayerClassType::BEASTMASTER:
903 case PlayerClassType::MIRROR_MASTER:
904 if (tval_main <= ItemKindType::SWORD) {
905 cur_wgt += item_main_hand.weight / 2;
908 if (tval_sub <= ItemKindType::SWORD) {
909 cur_wgt += item_sub_hand.weight / 2;
913 case PlayerClassType::ROGUE:
914 case PlayerClassType::RANGER:
915 case PlayerClassType::RED_MAGE:
916 case PlayerClassType::WARRIOR_MAGE:
917 if (tval_main <= ItemKindType::SWORD) {
918 cur_wgt += item_main_hand.weight / 3;
921 if (tval_sub <= ItemKindType::SWORD) {
922 cur_wgt += item_sub_hand.weight / 3;
926 case PlayerClassType::PALADIN:
927 case PlayerClassType::CHAOS_WARRIOR:
928 if (tval_main <= ItemKindType::SWORD) {
929 cur_wgt += item_main_hand.weight / 5;
932 if (tval_sub <= ItemKindType::SWORD) {
933 cur_wgt += item_sub_hand.weight / 5;
941 int max_wgt = mp_ptr->spell_weight;
942 if ((cur_wgt - max_wgt) > 0) {
943 player_ptr->cumber_armor = true;
944 switch (player_ptr->pclass) {
945 case PlayerClassType::MAGE:
946 case PlayerClassType::HIGH_MAGE:
947 case PlayerClassType::BLUE_MAGE:
948 case PlayerClassType::ELEMENTALIST: {
949 msp -= msp * (cur_wgt - max_wgt) / 600;
952 case PlayerClassType::PRIEST:
953 case PlayerClassType::MINDCRAFTER:
954 case PlayerClassType::BEASTMASTER:
955 case PlayerClassType::BARD:
956 case PlayerClassType::FORCETRAINER:
957 case PlayerClassType::TOURIST:
958 case PlayerClassType::MIRROR_MASTER: {
959 msp -= msp * (cur_wgt - max_wgt) / 800;
962 case PlayerClassType::SORCERER: {
963 msp -= msp * (cur_wgt - max_wgt) / 900;
966 case PlayerClassType::ROGUE:
967 case PlayerClassType::RANGER:
968 case PlayerClassType::MONK:
969 case PlayerClassType::RED_MAGE: {
970 msp -= msp * (cur_wgt - max_wgt) / 1000;
973 case PlayerClassType::PALADIN:
974 case PlayerClassType::CHAOS_WARRIOR:
975 case PlayerClassType::WARRIOR_MAGE: {
976 msp -= msp * (cur_wgt - max_wgt) / 1200;
979 case PlayerClassType::SAMURAI: {
980 player_ptr->cumber_armor = false;
984 msp -= msp * (cur_wgt - max_wgt) / 800;
994 if (player_ptr->msp != msp) {
995 if ((player_ptr->csp >= msp) && !pc.equals(PlayerClassType::SAMURAI)) {
996 player_ptr->csp = msp;
997 player_ptr->csp_frac = 0;
1001 if (player_ptr->level_up_message && (msp > player_ptr->msp)) {
1002 msg_format("最大マジック・ポイントが %d 増加した!", (msp - player_ptr->msp));
1005 player_ptr->msp = msp;
1006 auto &rfu = RedrawingFlagsUpdater::get_instance();
1007 rfu.set_flag(MainWindowRedrawingFlag::MP);
1008 static constexpr auto flags = {
1009 SubWindowRedrawingFlag::PLAYER,
1010 SubWindowRedrawingFlag::SPELL,
1012 rfu.set_flags(flags);
1015 if (w_ptr->character_xtra) {
1019 if (player_ptr->old_cumber_glove != player_ptr->cumber_glove) {
1020 if (player_ptr->cumber_glove) {
1021 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."));
1023 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."));
1026 player_ptr->old_cumber_glove = player_ptr->cumber_glove;
1029 if (player_ptr->old_cumber_armor == player_ptr->cumber_armor) {
1033 if (player_ptr->cumber_armor) {
1034 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."));
1036 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."));
1039 player_ptr->old_cumber_armor = player_ptr->cumber_armor;
1043 * @brief 装備中の射撃武器の威力倍率を返す /
1044 * calcurate the fire rate of target object
1045 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1046 * @return 射撃倍率の値(100で1.00倍)
1048 short calc_num_fire(PlayerType *player_ptr, const ItemEntity *o_ptr)
1050 int extra_shots = 0;
1052 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1054 q_ptr = &player_ptr->inventory_list[i];
1055 if (!q_ptr->is_valid()) {
1059 if (i == INVEN_BOW) {
1063 auto flags = object_flags(q_ptr);
1064 if (flags.has(TR_XTRA_SHOTS)) {
1069 auto flags = object_flags(o_ptr);
1070 if (flags.has(TR_XTRA_SHOTS)) {
1075 if (!o_ptr->is_valid()) {
1076 return (int16_t)num;
1080 num += (extra_shots * 100);
1082 if (is_heavy_shoot(player_ptr, o_ptr)) {
1083 return (int16_t)num;
1086 const auto tval_ammo = o_ptr->get_arrow_kind();
1087 PlayerClass pc(player_ptr);
1088 if (pc.equals(PlayerClassType::RANGER) && (tval_ammo == ItemKindType::ARROW)) {
1089 num += (player_ptr->lev * 4);
1092 if (pc.equals(PlayerClassType::CAVALRY) && (tval_ammo == ItemKindType::ARROW)) {
1093 num += (player_ptr->lev * 3);
1096 if (pc.equals(PlayerClassType::ARCHER)) {
1097 if (tval_ammo == ItemKindType::ARROW) {
1098 num += ((player_ptr->lev * 5) + 50);
1099 } else if ((tval_ammo == ItemKindType::BOLT) || (tval_ammo == ItemKindType::SHOT)) {
1100 num += (player_ptr->lev * 4);
1104 if (pc.equals(PlayerClassType::WARRIOR) && (tval_ammo <= ItemKindType::BOLT) && (tval_ammo >= ItemKindType::SHOT)) {
1105 num += (player_ptr->lev * 2);
1108 if (pc.equals(PlayerClassType::ROGUE) && (tval_ammo == ItemKindType::SHOT)) {
1109 num += (player_ptr->lev * 4);
1112 return (int16_t)num;
1117 * @param player_ptr プレイヤーへの参照ポインタ
1121 * * 職業と性格とレベルによる追加加算
1122 * * 器用さに応じたadj_dex_disテーブルによる加算
1123 * * 知力に応じたadj_int_disテーブルによる加算
1125 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr)
1127 ACTION_SKILL_POWER pow;
1128 const player_race_info *tmp_rp_ptr;
1130 if (player_ptr->mimic_form != MimicKindType::NONE) {
1131 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1133 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1136 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1137 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1139 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1140 pow += ((cp_ptr->x_dis * player_ptr->lev / 10) + (ap_ptr->a_dis * player_ptr->lev / 50));
1141 pow += adj_dex_dis[player_ptr->stat_index[A_DEX]];
1142 pow += adj_int_dis[player_ptr->stat_index[A_INT]];
1148 * @param player_ptr プレイヤーへの参照ポインタ
1152 * * 職業と性格とレベルによる追加加算
1153 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1154 * * 知力に応じたadj_int_devテーブルによる加算
1157 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr)
1159 ACTION_SKILL_POWER pow;
1160 const player_race_info *tmp_rp_ptr;
1162 if (player_ptr->mimic_form != MimicKindType::NONE) {
1163 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1165 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1168 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1169 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1171 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1172 pow += ((c_ptr->x_dev * player_ptr->lev / 10) + (ap_ptr->a_dev * player_ptr->lev / 50));
1174 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1176 o_ptr = &player_ptr->inventory_list[i];
1177 if (!o_ptr->is_valid()) {
1180 auto flags = object_flags(o_ptr);
1181 if (flags.has(TR_MAGIC_MASTERY)) {
1182 pow += 8 * o_ptr->pval;
1186 pow += adj_int_dev[player_ptr->stat_index[A_INT]];
1188 if (is_shero(player_ptr)) {
1196 * @param player_ptr プレイヤーへの参照ポインタ
1200 * * 職業と性格とレベルによる追加加算
1201 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1202 * * 呪力耐性の装備による加算(30)
1203 * * 祝福された装備による加算(5 + レベル / 10)
1204 * * 賢さによるadj_wis_savテーブル加算
1205 * * 呪力弱点の装備による減算(-10)
1206 * * 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)
1208 * * 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)
1209 * * クターのつぶれ状態なら(10に上書き)
1210 * * 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)
1211 * * 呪いのdown_savingがかかっているなら半減
1213 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr)
1215 ACTION_SKILL_POWER pow;
1216 const player_race_info *tmp_rp_ptr;
1218 if (player_ptr->mimic_form != MimicKindType::NONE) {
1219 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1221 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1224 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1225 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1227 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1228 pow += ((cp_ptr->x_sav * player_ptr->lev / 10) + (ap_ptr->a_sav * player_ptr->lev / 50));
1230 if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES)) {
1231 pow += (15 + (player_ptr->lev / 5));
1234 if (has_resist_curse(player_ptr)) {
1238 if (player_ptr->bless_blade) {
1239 pow += 6 + (player_ptr->lev - 1) / 10;
1242 pow += adj_wis_sav[player_ptr->stat_index[A_WIS]];
1244 if (has_vuln_curse(player_ptr)) {
1248 if (has_heavy_vuln_curse(player_ptr)) {
1252 if (is_shero(player_ptr)) {
1256 if (player_ptr->anti_magic && (pow < (90 + player_ptr->lev))) {
1257 pow = 90 + player_ptr->lev;
1260 if (player_ptr->tsubureru) {
1264 if ((player_ptr->ult_res || player_ptr->resist_magic || player_ptr->magicdef) && (pow < (95 + player_ptr->lev))) {
1265 pow = 95 + player_ptr->lev;
1268 if (player_ptr->down_saving) {
1277 * @param player_ptr プレイヤーへの参照ポインタ
1282 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1284 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1286 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr)
1288 ACTION_SKILL_POWER pow;
1289 const player_race_info *tmp_rp_ptr;
1291 if (player_ptr->mimic_form != MimicKindType::NONE) {
1292 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1294 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1297 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1298 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1300 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1301 pow += (c_ptr->x_srh * player_ptr->lev / 10);
1303 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1305 o_ptr = &player_ptr->inventory_list[i];
1306 if (!o_ptr->is_valid()) {
1309 auto flags = object_flags(o_ptr);
1310 if (flags.has(TR_SEARCH)) {
1311 pow += (o_ptr->pval * 5);
1315 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1319 if (is_shero(player_ptr)) {
1328 * @param player_ptr プレイヤーへの参照ポインタ
1333 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1335 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1337 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr)
1339 ACTION_SKILL_POWER pow;
1340 const player_race_info *tmp_rp_ptr;
1342 if (player_ptr->mimic_form != MimicKindType::NONE) {
1343 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1345 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1348 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1349 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1351 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1352 pow += (c_ptr->x_fos * player_ptr->lev / 10);
1354 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1356 o_ptr = &player_ptr->inventory_list[i];
1357 if (!o_ptr->is_valid()) {
1360 auto flags = object_flags(o_ptr);
1361 if (flags.has(TR_SEARCH)) {
1362 pow += (o_ptr->pval * 5);
1366 if (is_shero(player_ptr)) {
1370 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1379 * @param player_ptr プレイヤーへの参照ポインタ
1382 * * 種族/職業/性格による加算とレベルによる追加加算
1384 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr)
1386 ACTION_SKILL_POWER pow;
1387 const player_race_info *tmp_rp_ptr;
1388 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1389 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1391 if (player_ptr->mimic_form != MimicKindType::NONE) {
1392 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1394 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1397 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1398 pow += ((c_ptr->x_thn * player_ptr->lev / 10) + (a_ptr->a_thn * player_ptr->lev / 50));
1404 * @param player_ptr プレイヤーへの参照ポインタ
1407 * * 種族/職業/性格による加算とレベルによる追加加算
1409 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr)
1411 ACTION_SKILL_POWER pow;
1412 const player_race_info *tmp_rp_ptr;
1413 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1414 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1416 if (player_ptr->mimic_form != MimicKindType::NONE) {
1417 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1419 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1422 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1423 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1429 * @param player_ptr プレイヤーへの参照ポインタ
1432 * * 種族/職業/性格による加算とレベルによる追加加算
1435 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr)
1437 ACTION_SKILL_POWER pow;
1438 const player_race_info *tmp_rp_ptr;
1439 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1440 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1442 if (player_ptr->mimic_form != MimicKindType::NONE) {
1443 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1445 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1448 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1449 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1451 if (is_shero(player_ptr)) {
1460 * @param player_ptr プレイヤーへの参照ポインタ
1471 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr)
1475 ACTION_SKILL_POWER pow;
1479 if (PlayerRace(player_ptr).equals(PlayerRaceType::ENT) && !player_ptr->inventory_list[INVEN_MAIN_HAND].is_valid()) {
1480 pow += player_ptr->lev * 10;
1483 if (is_shero(player_ptr)) {
1487 pow += adj_str_dig[player_ptr->stat_index[A_STR]];
1489 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
1490 pow += (100 + player_ptr->lev * 8);
1493 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1494 o_ptr = &player_ptr->inventory_list[i];
1495 if (!o_ptr->is_valid()) {
1498 auto flags = object_flags(o_ptr);
1499 if (flags.has(TR_TUNNEL)) {
1500 pow += (o_ptr->pval * 20);
1504 for (int i = 0; i < 2; i++) {
1505 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1506 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && !player_ptr->heavy_wield[i]) {
1507 pow += (o_ptr->weight / 10);
1511 if (is_shero(player_ptr)) {
1522 static bool is_martial_arts_mode(PlayerType *player_ptr)
1524 PlayerClass pc(player_ptr);
1525 auto has_martial_arts = pc.equals(PlayerClassType::MONK);
1526 has_martial_arts |= pc.equals(PlayerClassType::FORCETRAINER);
1527 has_martial_arts |= pc.equals(PlayerClassType::BERSERKER);
1528 return has_martial_arts && any_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr);
1531 static bool is_heavy_wield(PlayerType *player_ptr, int i)
1533 const auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1535 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10);
1538 static int16_t calc_num_blow(PlayerType *player_ptr, int i)
1541 int16_t num_blow = 1;
1543 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1544 auto flags = object_flags(o_ptr);
1545 PlayerClass pc(player_ptr);
1546 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1547 if (o_ptr->is_valid() && !player_ptr->heavy_wield[i]) {
1548 int str_index, dex_index;
1549 int num = 0, wgt = 0, mul = 0, div = 0;
1551 auto &info = class_info[enum2i(player_ptr->pclass)];
1556 if (pc.equals(PlayerClassType::CAVALRY) && player_ptr->riding && flags.has(TR_RIDING)) {
1562 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT) || SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
1568 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1569 str_index = (adj_str_blow[player_ptr->stat_index[A_STR]] * mul / div);
1571 if (has_two_handed_weapons(player_ptr) && !has_disable_two_handed_bonus(player_ptr, 0)) {
1572 str_index += pc.equals(PlayerClassType::WARRIOR) || pc.equals(PlayerClassType::BERSERKER) ? (player_ptr->lev / 23 + 1) : 1;
1574 if (pc.equals(PlayerClassType::NINJA)) {
1575 str_index = std::max(0, str_index - 1);
1577 if (str_index > 11) {
1581 dex_index = (adj_dex_blow[player_ptr->stat_index[A_DEX]]);
1582 if (dex_index > 11) {
1586 num_blow = blows_table[str_index][dex_index];
1587 if (num_blow > num) {
1588 num_blow = (int16_t)num;
1591 num_blow += (int16_t)player_ptr->extra_blows[i];
1592 if (pc.equals(PlayerClassType::WARRIOR)) {
1593 num_blow += (player_ptr->lev / 40);
1594 } else if (pc.equals(PlayerClassType::BERSERKER)) {
1595 num_blow += (player_ptr->lev / 23);
1596 } else if (pc.equals(PlayerClassType::ROGUE) && (o_ptr->weight < 50) && (player_ptr->stat_index[A_DEX] >= 30)) {
1600 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::FUUJIN)) {
1604 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
1608 if (has_not_ninja_weapon(player_ptr, i)) {
1621 /* Different calculation for monks with empty hands */
1622 if (is_martial_arts_mode(player_ptr)) {
1623 int blow_base = player_ptr->lev + adj_dex_blow[player_ptr->stat_index[A_DEX]];
1626 if (pc.equals(PlayerClassType::FORCETRAINER)) {
1627 if (blow_base > 18) {
1630 if (blow_base > 31) {
1633 if (blow_base > 44) {
1636 if (blow_base > 58) {
1640 if (blow_base > 12) {
1643 if (blow_base > 22) {
1646 if (blow_base > 31) {
1649 if (blow_base > 39) {
1652 if (blow_base > 46) {
1655 if (blow_base > 53) {
1658 if (blow_base > 59) {
1663 if (heavy_armor(player_ptr) && !pc.equals(PlayerClassType::BERSERKER)) {
1667 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1669 if (pc.equals(PlayerClassType::MONK) && (player_ptr->lev > 42)) {
1675 } else if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
1679 num_blow += 1 + player_ptr->extra_blows[0];
1687 * @param player_ptr プレイヤーへの参照ポインタ
1690 * * 性格なまけものなら加算(+10)
1692 * * 性格ちからじまんとがまんづよいなら加算(+1)
1693 * * 性格チャージマンなら加算(+5)
1694 * * 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)
1696 static int16_t calc_to_magic_chance(PlayerType *player_ptr)
1700 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
1703 if (player_ptr->ppersonality == PERSONALITY_SHREWD) {
1706 if ((player_ptr->ppersonality == PERSONALITY_PATIENT) || (player_ptr->ppersonality == PERSONALITY_MIGHTY)) {
1709 if (player_ptr->ppersonality == PERSONALITY_CHARGEMAN) {
1713 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1715 o_ptr = &player_ptr->inventory_list[i];
1716 if (!o_ptr->is_valid()) {
1720 if (o_ptr->curse_flags.has(CurseTraitType::HARD_SPELL)) {
1721 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1731 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr)
1733 ARMOUR_CLASS ac = 0;
1734 if (player_ptr->yoiyami) {
1738 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1740 o_ptr = &player_ptr->inventory_list[i];
1741 if (!o_ptr->is_valid()) {
1747 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
1748 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
1749 if (o_ptr_mh->is_protector() || o_ptr_sh->is_protector()) {
1750 ac += player_ptr->skill_exp[PlayerSkillKindType::SHIELD] * (1 + player_ptr->lev / 22) / 2000;
1756 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value)
1758 ARMOUR_CLASS ac = 0;
1759 if (player_ptr->yoiyami) {
1763 ac += ((int)(adj_dex_ta[player_ptr->stat_index[A_DEX]]) - 128);
1765 switch (player_ptr->mimic_form) {
1766 case MimicKindType::NONE:
1768 case MimicKindType::DEMON:
1771 case MimicKindType::DEMON_LORD:
1774 case MimicKindType::VAMPIRE:
1779 PlayerClass pc(player_ptr);
1780 if (pc.equals(PlayerClassType::BERSERKER)) {
1781 ac += 10 + player_ptr->lev / 2;
1784 if (pc.equals(PlayerClassType::SORCERER)) {
1788 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1790 o_ptr = &player_ptr->inventory_list[i];
1791 auto flags = object_flags(o_ptr);
1792 if (!o_ptr->is_valid()) {
1795 if (is_real_value || o_ptr->is_known()) {
1799 if (o_ptr->curse_flags.has(CurseTraitType::LOW_AC) || object_flags(o_ptr).has(TR_LOW_AC)) {
1800 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1801 if (is_real_value || o_ptr->is_fully_known()) {
1805 if (is_real_value || o_ptr->is_fully_known()) {
1811 if ((i == INVEN_SUB_HAND) && flags.has(TR_SUPPORTIVE)) {
1816 PlayerRace pr(player_ptr);
1817 if (pr.equals(PlayerRaceType::GOLEM) || pr.equals(PlayerRaceType::ANDROID)) {
1818 ac += 10 + (player_ptr->lev * 2 / 5);
1821 if (set_quick_and_tiny(player_ptr)) {
1825 if (set_musasi(player_ptr)) {
1829 if (set_icing_and_twinkle(player_ptr)) {
1833 if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
1837 if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
1841 if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
1845 if (pc.is_martial_arts_pro() && !heavy_armor(player_ptr)) {
1846 if (!player_ptr->inventory_list[INVEN_BODY].is_valid()) {
1847 ac += (player_ptr->lev * 3) / 2;
1849 if (!player_ptr->inventory_list[INVEN_OUTER].is_valid() && (player_ptr->lev > 15)) {
1850 ac += ((player_ptr->lev - 13) / 3);
1852 if (!player_ptr->inventory_list[INVEN_SUB_HAND].is_valid() && (player_ptr->lev > 10)) {
1853 ac += ((player_ptr->lev - 8) / 3);
1855 if (!player_ptr->inventory_list[INVEN_HEAD].is_valid() && (player_ptr->lev > 4)) {
1856 ac += (player_ptr->lev - 2) / 3;
1858 if (!player_ptr->inventory_list[INVEN_ARMS].is_valid()) {
1859 ac += (player_ptr->lev / 2);
1861 if (!player_ptr->inventory_list[INVEN_FEET].is_valid()) {
1862 ac += (player_ptr->lev / 3);
1866 if (player_ptr->realm1 == REALM_HEX) {
1867 if (SpellHex(player_ptr).is_spelling_specific(HEX_ICE_ARMOR)) {
1871 for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
1872 auto *o_ptr = &player_ptr->inventory_list[i];
1873 if (!o_ptr->is_valid()) {
1876 if (!o_ptr->is_protector()) {
1879 if (!o_ptr->is_cursed()) {
1882 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
1885 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1888 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
1894 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1895 ac += (player_ptr->lev * player_ptr->lev) / 50;
1896 } else if (pc.monk_stance_is(MonkStanceType::BYAKKO)) {
1898 } else if (pc.monk_stance_is(MonkStanceType::SEIRYU)) {
1900 } else if (pc.samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
1904 if (player_ptr->ult_res || (pc.samurai_stance_is(SamuraiStanceType::MUSOU))) {
1906 } else if (player_ptr->tsubureru || player_ptr->shield || player_ptr->magicdef) {
1910 if (is_blessed(player_ptr)) {
1914 if (is_shero(player_ptr)) {
1918 if (pc.equals(PlayerClassType::NINJA)) {
1919 const auto bi_id_main = player_ptr->inventory_list[INVEN_MAIN_HAND].bi_id;
1920 const auto bi_id_sub = player_ptr->inventory_list[INVEN_SUB_HAND].bi_id;
1921 if (((bi_id_main == 0) || can_attack_with_main_hand(player_ptr)) && ((bi_id_sub == 0) || can_attack_with_sub_hand(player_ptr))) {
1922 ac += player_ptr->lev / 2 + 5;
1930 * @brief 二刀流ペナルティ量計算
1931 * @param player_ptr プレイヤーへの参照ポインタ
1932 * @param slot ペナルティ量を計算する武器スロット
1937 * * EASY2_WEAPONによる軽減
1938 * * SUPPORTIVEを左に装備した場合の軽減
1942 int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot)
1946 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1947 auto flags = object_flags(&player_ptr->inventory_list[INVEN_SUB_HAND]);
1949 penalty = ((100 - player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] / 160) - (130 - player_ptr->inventory_list[slot].weight) / 8);
1950 if (set_quick_and_tiny(player_ptr) || set_icing_and_twinkle(player_ptr) || set_anubis_and_chariot(player_ptr)) {
1951 penalty = penalty / 2 - 5;
1954 for (uint i = FLAG_CAUSE_INVEN_MAIN_HAND; i < FLAG_CAUSE_MAX; i <<= 1) {
1955 if (penalty > 0 && any_bits(player_ptr->easy_2weapon, i)) {
1960 if (flags.has(TR_SUPPORTIVE)) {
1961 penalty = std::max(0, penalty - 10);
1964 if (set_musasi(player_ptr)) {
1965 penalty = std::min(0, penalty);
1968 if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::POLEARM) {
1972 return (int16_t)penalty;
1975 static bool is_riding_two_hands(PlayerType *player_ptr)
1977 if (!player_ptr->riding) {
1981 if (has_two_handed_weapons(player_ptr) || (empty_hands(player_ptr, false) == EMPTY_HAND_NONE)) {
1983 } else if (any_bits(player_ptr->pet_extra_flags, PF_TWO_HANDS)) {
1984 switch (player_ptr->pclass) {
1985 case PlayerClassType::MONK:
1986 case PlayerClassType::FORCETRAINER:
1987 case PlayerClassType::BERSERKER:
1988 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)) {
2000 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr)
2002 auto *floor_ptr = player_ptr->current_floor_ptr;
2003 if (!player_ptr->riding) {
2007 int16_t penalty = 0;
2009 if (PlayerClass(player_ptr).is_tamer()) {
2010 if (player_ptr->tval_ammo != ItemKindType::ARROW) {
2014 penalty = monraces_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2021 if (player_ptr->tval_ammo == ItemKindType::BOLT) {
2028 void put_equipment_warning(PlayerType *player_ptr)
2030 bool heavy_shoot = is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW]);
2031 if (player_ptr->old_heavy_shoot != heavy_shoot) {
2033 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."));
2034 } else if (player_ptr->inventory_list[INVEN_BOW].is_valid()) {
2035 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."));
2037 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."));
2039 player_ptr->old_heavy_shoot = heavy_shoot;
2042 for (int i = 0; i < 2; i++) {
2043 if (player_ptr->old_heavy_wield[i] != player_ptr->heavy_wield[i]) {
2044 if (player_ptr->heavy_wield[i]) {
2045 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."));
2046 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2047 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2048 } else if (player_ptr->heavy_wield[1 - i]) {
2049 msg_print(_("まだ武器が重い。", "You still have trouble wielding a heavy weapon."));
2051 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."));
2054 player_ptr->old_heavy_wield[i] = player_ptr->heavy_wield[i];
2057 if (player_ptr->old_riding_wield[i] != player_ptr->is_icky_riding_wield[i]) {
2058 if (player_ptr->is_icky_riding_wield[i]) {
2059 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."));
2060 } else if (!player_ptr->riding) {
2061 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2062 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2063 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2066 player_ptr->old_riding_wield[i] = player_ptr->is_icky_riding_wield[i];
2069 if (player_ptr->old_icky_wield[i] == player_ptr->is_icky_wield[i]) {
2073 if (player_ptr->is_icky_wield[i]) {
2074 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."));
2075 if (w_ptr->is_loading_now) {
2076 chg_virtue(player_ptr, Virtue::FAITH, -1);
2078 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2079 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."));
2081 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."));
2084 player_ptr->old_icky_wield[i] = player_ptr->is_icky_wield[i];
2087 if (player_ptr->riding && (player_ptr->old_riding_ryoute != player_ptr->riding_ryoute)) {
2088 if (player_ptr->riding_ryoute) {
2090 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" : "");
2092 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2096 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" : "");
2098 msg_print("You began to control the pet you're riding with one hand.");
2102 player_ptr->old_riding_ryoute = player_ptr->riding_ryoute;
2105 PlayerClass pc(player_ptr);
2106 if ((pc.is_martial_arts_pro() || pc.equals(PlayerClassType::NINJA)) && (heavy_armor(player_ptr) != player_ptr->monk_notify_aux)) {
2107 if (heavy_armor(player_ptr)) {
2108 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."));
2109 if (w_ptr->is_loading_now) {
2110 chg_virtue(player_ptr, Virtue::HARMONY, -1);
2113 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2116 player_ptr->monk_notify_aux = heavy_armor(player_ptr);
2120 static bool is_bare_knuckle(PlayerType *player_ptr)
2122 auto bare_knuckle = is_martial_arts_mode(player_ptr);
2123 bare_knuckle &= empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB);
2124 return bare_knuckle;
2127 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2129 auto *o_ptr = &player_ptr->inventory_list[slot];
2130 auto flags = object_flags(o_ptr);
2132 player_hand calc_hand = PLAYER_HAND_OTHER;
2133 if (slot == INVEN_MAIN_HAND) {
2134 calc_hand = PLAYER_HAND_MAIN;
2136 if (slot == INVEN_SUB_HAND) {
2137 calc_hand = PLAYER_HAND_SUB;
2141 damage += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2143 if (is_shero(player_ptr)) {
2144 damage += 3 + (player_ptr->lev / 5);
2147 auto player_stun = player_ptr->effects()->stun();
2148 damage -= player_stun->get_damage_penalty();
2149 PlayerClass pc(player_ptr);
2150 const auto tval = o_ptr->bi_key.tval();
2151 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2153 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2154 damage += player_ptr->lev / 6;
2155 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2156 damage += player_ptr->lev / 6;
2158 } else if (pc.equals(PlayerClassType::SORCERER)) {
2159 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2160 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2166 } else if (pc.equals(PlayerClassType::FORCETRAINER)) {
2167 // 練気術師は格闘ダメージに (気)/5 の修正を得る。
2168 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2169 damage += get_current_ki(player_ptr) / 5;
2173 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2174 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) {
2175 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2178 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2181 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2187 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2189 o_ptr = &player_ptr->inventory_list[i];
2190 const auto has_melee = has_melee_weapon(player_ptr, i);
2191 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2195 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2199 if (!o_ptr->is_known() && !is_real_value) {
2202 bonus_to_d = o_ptr->to_d;
2204 if (pc.equals(PlayerClassType::NINJA)) {
2205 if (o_ptr->to_d > 0) {
2206 bonus_to_d = (o_ptr->to_d + 1) / 2;
2210 switch (player_melee_type(player_ptr)) {
2211 case MELEE_TYPE_BAREHAND_TWO:
2212 case MELEE_TYPE_WEAPON_TWOHAND:
2213 if (calc_hand == main_attack_hand(player_ptr)) {
2214 damage += (int16_t)bonus_to_d;
2218 case MELEE_TYPE_BAREHAND_MAIN:
2219 case MELEE_TYPE_WEAPON_MAIN:
2220 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2221 damage += (int16_t)bonus_to_d;
2225 case MELEE_TYPE_BAREHAND_SUB:
2226 case MELEE_TYPE_WEAPON_SUB:
2227 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2228 damage += (int16_t)bonus_to_d;
2232 case MELEE_TYPE_WEAPON_DOUBLE:
2233 if (calc_hand == PLAYER_HAND_MAIN) {
2234 if (i == INVEN_MAIN_RING) {
2235 damage += (int16_t)bonus_to_d;
2236 } else if (i != INVEN_SUB_RING) {
2237 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2240 if (calc_hand == PLAYER_HAND_SUB) {
2241 if (i == INVEN_SUB_RING) {
2242 damage += (int16_t)bonus_to_d;
2243 } else if (i != INVEN_MAIN_RING) {
2244 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2249 case MELEE_TYPE_SHIELD_DOUBLE:
2257 if (main_attack_hand(player_ptr) == calc_hand) {
2258 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2260 bonus_to_d = ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128) / 2;
2261 damage += std::max<int>(bonus_to_d, 1);
2265 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2266 damage += (player_ptr->lev / 6);
2269 // 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。
2270 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2271 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2272 damage -= (player_ptr->lev / 6);
2276 return static_cast<short>(damage);
2280 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
2282 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
2284 static short calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2289 hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2290 hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2292 /* Temporary bonuses */
2293 if (is_blessed(player_ptr)) {
2297 if (is_hero(player_ptr)) {
2301 if (is_shero(player_ptr)) {
2305 auto player_stun = player_ptr->effects()->stun();
2306 hit -= player_stun->get_damage_penalty();
2307 player_hand calc_hand = PLAYER_HAND_OTHER;
2308 if (slot == INVEN_MAIN_HAND) {
2309 calc_hand = PLAYER_HAND_MAIN;
2311 if (slot == INVEN_SUB_HAND) {
2312 calc_hand = PLAYER_HAND_SUB;
2315 /* Default hand bonuses */
2316 if (main_attack_hand(player_ptr) == calc_hand) {
2317 switch (player_melee_type(player_ptr)) {
2318 case MELEE_TYPE_BAREHAND_MAIN:
2319 if (player_ptr->riding) {
2323 case MELEE_TYPE_BAREHAND_SUB:
2324 if (player_ptr->riding) {
2328 case MELEE_TYPE_BAREHAND_TWO:
2329 hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2336 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2338 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);
2339 hit += std::max<int>(bonus_to_h, 1);
2343 /* Bonuses and penalties by weapon */
2344 PlayerClass pc(player_ptr);
2345 if (has_melee_weapon(player_ptr, slot)) {
2346 auto *o_ptr = &player_ptr->inventory_list[slot];
2347 auto flags = object_flags(o_ptr);
2349 /* Traind bonuses */
2350 const auto tval = o_ptr->bi_key.tval();
2351 const auto sval = o_ptr->bi_key.sval().value();
2352 hit += (player_ptr->weapon_exp[tval][sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2354 /* Weight penalty */
2355 if (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10) {
2356 hit += 2 * (calc_weapon_weight_limit(player_ptr) - o_ptr->weight / 10);
2359 /* Low melee penalty */
2360 if ((o_ptr->is_fully_known() || is_real_value) && o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2361 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2368 /* Riding bonus and penalty */
2369 if (player_ptr->riding > 0) {
2370 if (o_ptr->is_lance()) {
2372 } else if (flags.has_not(TR_RIDING)) {
2374 if (PlayerClass(player_ptr).is_tamer()) {
2377 penalty = monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2388 /* Class penalties */
2389 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2391 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2392 hit += player_ptr->lev / 5;
2393 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2394 hit += player_ptr->lev / 5;
2396 } else if (pc.equals(PlayerClassType::SORCERER)) {
2397 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2398 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2406 if (has_not_ninja_weapon(player_ptr, (int)calc_hand) || has_not_monk_weapon(player_ptr, (int)calc_hand)) {
2410 /* Hex realm bonuses */
2411 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2412 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2415 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2418 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2421 if (o_ptr->curse_flags.has(CurseTraitType::TY_CURSE)) {
2427 /* Bonuses from inventory */
2428 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2429 auto *o_ptr = &player_ptr->inventory_list[i];
2431 /* Ignore empty hands, handed weapons, bows and capture balls */
2432 const auto has_melee = has_melee_weapon(player_ptr, i);
2433 if (!o_ptr->is_valid() || o_ptr->bi_key.tval() == ItemKindType::CAPTURE) {
2437 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2441 /* Fake value does not include unknown objects' value */
2442 if (!o_ptr->is_known() && !is_real_value) {
2446 int bonus_to_h = o_ptr->to_h;
2448 /* When wields only a weapon */
2449 if (pc.equals(PlayerClassType::NINJA)) {
2450 if (o_ptr->to_h > 0) {
2451 bonus_to_h = (o_ptr->to_h + 1) / 2;
2455 switch (player_melee_type(player_ptr)) {
2456 case MELEE_TYPE_BAREHAND_TWO:
2457 case MELEE_TYPE_WEAPON_TWOHAND:
2458 if (calc_hand == main_attack_hand(player_ptr)) {
2459 hit += (int16_t)bonus_to_h;
2463 case MELEE_TYPE_BAREHAND_MAIN:
2464 case MELEE_TYPE_WEAPON_MAIN:
2465 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2466 hit += (int16_t)bonus_to_h;
2470 case MELEE_TYPE_BAREHAND_SUB:
2471 case MELEE_TYPE_WEAPON_SUB:
2472 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2473 hit += (int16_t)bonus_to_h;
2477 case MELEE_TYPE_WEAPON_DOUBLE:
2478 if (calc_hand == PLAYER_HAND_MAIN) {
2479 if (i == INVEN_MAIN_RING) {
2480 hit += (int16_t)bonus_to_h;
2481 } else if (i != INVEN_SUB_RING) {
2482 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2485 if (calc_hand == PLAYER_HAND_SUB) {
2486 if (i == INVEN_SUB_RING) {
2487 hit += (int16_t)bonus_to_h;
2488 } else if (i != INVEN_MAIN_RING) {
2489 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2494 case MELEE_TYPE_SHIELD_DOUBLE:
2502 /* Martial arts bonus */
2503 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2504 hit += (player_ptr->lev / 3);
2507 /* Two handed combat penalty */
2508 hit -= calc_double_weapon_penalty(player_ptr, slot);
2510 // 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。
2511 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2512 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2513 hit -= (player_ptr->lev / 3);
2517 return static_cast<short>(hit);
2520 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value)
2524 pow += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2525 pow += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2529 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2530 if (o_ptr->is_valid()) {
2531 if (o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2532 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2541 auto player_stun = player_ptr->effects()->stun();
2542 pow -= player_stun->get_damage_penalty();
2543 if (is_blessed(player_ptr)) {
2547 if (is_hero(player_ptr)) {
2551 if (is_shero(player_ptr)) {
2555 auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2557 if (is_heavy_shoot(player_ptr, o_ptr)) {
2558 pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
2561 if (o_ptr->is_valid()) {
2562 if (!is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
2563 if (PlayerClass(player_ptr).equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
2564 pow += (10 + (player_ptr->lev / 5));
2570 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2572 o_ptr = &player_ptr->inventory_list[i];
2573 const auto has_melee = has_melee_weapon(player_ptr, i);
2574 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2578 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2582 bonus_to_h = o_ptr->to_h;
2584 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2585 if (o_ptr->to_h > 0) {
2586 bonus_to_h = (o_ptr->to_h + 1) / 2;
2590 if (is_real_value || o_ptr->is_known()) {
2591 pow += (int16_t)bonus_to_h;
2595 pow -= calc_riding_bow_penalty(player_ptr);
2600 static int16_t calc_to_damage_misc(PlayerType *player_ptr)
2606 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2607 o_ptr = &player_ptr->inventory_list[i];
2608 if (!o_ptr->is_valid()) {
2612 int bonus_to_d = o_ptr->to_d;
2613 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2614 if (o_ptr->to_d > 0) {
2615 bonus_to_d = (o_ptr->to_d + 1) / 2;
2618 to_dam += (int16_t)bonus_to_d;
2621 if (is_shero(player_ptr)) {
2622 to_dam += 3 + (player_ptr->lev / 5);
2625 auto player_stun = player_ptr->effects()->stun();
2626 to_dam -= player_stun->get_damage_penalty();
2627 to_dam += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2631 static int16_t calc_to_hit_misc(PlayerType *player_ptr)
2637 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2638 o_ptr = &player_ptr->inventory_list[i];
2639 if (!o_ptr->is_valid()) {
2643 int bonus_to_h = o_ptr->to_h;
2644 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2645 if (o_ptr->to_h > 0) {
2646 bonus_to_h = (o_ptr->to_h + 1) / 2;
2649 to_hit += (int16_t)bonus_to_h;
2652 if (is_blessed(player_ptr)) {
2656 if (is_hero(player_ptr)) {
2660 if (is_shero(player_ptr)) {
2664 auto player_stun = player_ptr->effects()->stun();
2665 to_hit -= player_stun->get_damage_penalty();
2666 to_hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2667 to_hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2672 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot)
2674 auto *o_ptr = &player_ptr->inventory_list[slot];
2675 return (player_ptr->riding > 0) && o_ptr->is_lance() ? 2 : 0;
2679 * @brief プレイヤーの所持重量制限を計算する /
2680 * Computes current weight limit.
2683 WEIGHT calc_weight_limit(PlayerType *player_ptr)
2685 WEIGHT i = (WEIGHT)adj_str_wgt[player_ptr->stat_index[A_STR]] * 50;
2686 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
2693 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
2694 * @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。
2696 void update_creature(PlayerType *player_ptr)
2698 auto &rfu = RedrawingFlagsUpdater::get_instance();
2699 if (!rfu.any_stats()) {
2703 auto *floor_ptr = player_ptr->current_floor_ptr;
2704 if (rfu.has(StatusRecalculatingFlag::AUTO_DESTRUCTION)) {
2705 rfu.reset_flag(StatusRecalculatingFlag::AUTO_DESTRUCTION);
2706 autopick_delayed_alter(player_ptr);
2709 if (rfu.has(StatusRecalculatingFlag::COMBINATION)) {
2710 rfu.reset_flag(StatusRecalculatingFlag::COMBINATION);
2711 combine_pack(player_ptr);
2714 if (rfu.has(StatusRecalculatingFlag::REORDER)) {
2715 rfu.reset_flag(StatusRecalculatingFlag::REORDER);
2716 reorder_pack(player_ptr);
2719 if (rfu.has(StatusRecalculatingFlag::BONUS)) {
2720 rfu.reset_flag(StatusRecalculatingFlag::BONUS);
2721 PlayerAlignment(player_ptr).update_alignment();
2722 PlayerSkill ps(player_ptr);
2723 ps.apply_special_weapon_skill_max_values();
2724 ps.limit_weapon_skills_by_max_value();
2725 update_bonuses(player_ptr);
2728 if (rfu.has(StatusRecalculatingFlag::TORCH)) {
2729 rfu.reset_flag(StatusRecalculatingFlag::TORCH);
2730 update_lite_radius(player_ptr);
2733 if (rfu.has(StatusRecalculatingFlag::HP)) {
2734 rfu.reset_flag(StatusRecalculatingFlag::HP);
2735 update_max_hitpoints(player_ptr);
2738 if (rfu.has(StatusRecalculatingFlag::MP)) {
2739 rfu.reset_flag(StatusRecalculatingFlag::MP);
2740 update_max_mana(player_ptr);
2743 if (rfu.has(StatusRecalculatingFlag::SPELLS)) {
2744 rfu.reset_flag(StatusRecalculatingFlag::SPELLS);
2745 update_num_of_spells(player_ptr);
2748 if (!w_ptr->character_generated || (w_ptr->character_icky_depth > 0)) {
2752 if (rfu.has(StatusRecalculatingFlag::UN_LITE)) {
2753 rfu.reset_flag(StatusRecalculatingFlag::UN_LITE);
2754 forget_lite(floor_ptr);
2757 if (rfu.has(StatusRecalculatingFlag::UN_VIEW)) {
2758 rfu.reset_flag(StatusRecalculatingFlag::UN_VIEW);
2759 forget_view(floor_ptr);
2762 if (rfu.has(StatusRecalculatingFlag::VIEW)) {
2763 rfu.reset_flag(StatusRecalculatingFlag::VIEW);
2764 update_view(player_ptr);
2767 if (rfu.has(StatusRecalculatingFlag::LITE)) {
2768 rfu.reset_flag(StatusRecalculatingFlag::LITE);
2769 update_lite(player_ptr);
2772 if (rfu.has(StatusRecalculatingFlag::FLOW)) {
2773 rfu.reset_flag(StatusRecalculatingFlag::FLOW);
2774 update_flow(player_ptr);
2777 if (rfu.has(StatusRecalculatingFlag::DISTANCE)) {
2778 rfu.reset_flag(StatusRecalculatingFlag::DISTANCE);
2779 update_monsters(player_ptr, true);
2782 if (rfu.has(StatusRecalculatingFlag::MONSTER_LITE)) {
2783 rfu.reset_flag(StatusRecalculatingFlag::MONSTER_LITE);
2784 update_mon_lite(player_ptr);
2787 if (rfu.has(StatusRecalculatingFlag::DELAY_VISIBILITY)) {
2788 rfu.reset_flag(StatusRecalculatingFlag::DELAY_VISIBILITY);
2789 delayed_visual_update(player_ptr);
2792 if (rfu.has(StatusRecalculatingFlag::MONSTER_STATUSES)) {
2793 rfu.reset_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
2794 update_monsters(player_ptr, false);
2799 * @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
2800 * @return 魔道書を一冊も持っていないならTRUEを返す
2802 bool player_has_no_spellbooks(PlayerType *player_ptr)
2805 for (int i = 0; i < INVEN_PACK; i++) {
2806 o_ptr = &player_ptr->inventory_list[i];
2807 if (o_ptr->is_valid() && check_book_realm(player_ptr, o_ptr->bi_key)) {
2812 auto *floor_ptr = player_ptr->current_floor_ptr;
2813 for (const auto this_o_idx : floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
2814 o_ptr = &floor_ptr->o_list[this_o_idx];
2815 if (o_ptr->is_valid() && o_ptr->marked.has(OmType::FOUND) && check_book_realm(player_ptr, o_ptr->bi_key)) {
2824 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
2827 * @return 配置に成功したらTRUE
2829 bool player_place(PlayerType *player_ptr, POSITION y, POSITION x)
2831 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0) {
2835 /* Save player location */
2842 * @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
2844 void wreck_the_pattern(PlayerType *player_ptr)
2846 auto *floor_ptr = player_ptr->current_floor_ptr;
2847 int pattern_type = terrains_info[floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2848 if (pattern_type == PATTERN_TILE_WRECKED) {
2852 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
2853 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
2855 if (!is_invuln(player_ptr)) {
2856 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"));
2859 int to_ruin = randint1(45) + 35;
2862 scatter(player_ptr, &r_y, &r_x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
2864 if (pattern_tile(floor_ptr, r_y, r_x) && (terrains_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
2865 cave_set_feat(player_ptr, r_y, r_x, feat_pattern_corrupted);
2869 cave_set_feat(player_ptr, player_ptr->y, player_ptr->x, feat_pattern_corrupted);
2873 * @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 /
2874 * Advance experience levels and print experience
2876 void check_experience(PlayerType *player_ptr)
2878 if (player_ptr->exp < 0) {
2879 player_ptr->exp = 0;
2881 if (player_ptr->max_exp < 0) {
2882 player_ptr->max_exp = 0;
2884 if (player_ptr->max_max_exp < 0) {
2885 player_ptr->max_max_exp = 0;
2888 if (player_ptr->exp > PY_MAX_EXP) {
2889 player_ptr->exp = PY_MAX_EXP;
2891 if (player_ptr->max_exp > PY_MAX_EXP) {
2892 player_ptr->max_exp = PY_MAX_EXP;
2894 if (player_ptr->max_max_exp > PY_MAX_EXP) {
2895 player_ptr->max_max_exp = PY_MAX_EXP;
2898 if (player_ptr->exp > player_ptr->max_exp) {
2899 player_ptr->max_exp = player_ptr->exp;
2901 if (player_ptr->max_exp > player_ptr->max_max_exp) {
2902 player_ptr->max_max_exp = player_ptr->max_exp;
2905 auto &rfu = RedrawingFlagsUpdater::get_instance();
2906 rfu.set_flag(MainWindowRedrawingFlag::EXP);
2907 handle_stuff(player_ptr);
2909 PlayerRace pr(player_ptr);
2910 bool android = pr.equals(PlayerRaceType::ANDROID);
2911 PLAYER_LEVEL old_lev = player_ptr->lev;
2912 static constexpr auto flags_srf = {
2913 StatusRecalculatingFlag::BONUS,
2914 StatusRecalculatingFlag::HP,
2915 StatusRecalculatingFlag::MP,
2916 StatusRecalculatingFlag::SPELLS,
2918 while ((player_ptr->lev > 1) && (player_ptr->exp < ((android ? player_exp_a : player_exp)[player_ptr->lev - 2] * player_ptr->expfact / 100L))) {
2920 rfu.set_flags(flags_srf);
2921 static constexpr auto flags_mwrf = {
2922 MainWindowRedrawingFlag::LEVEL,
2923 MainWindowRedrawingFlag::TITLE,
2925 rfu.set_flags(flags_mwrf);
2926 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
2927 handle_stuff(player_ptr);
2930 bool level_reward = false;
2931 bool level_mutation = false;
2932 bool level_inc_stat = false;
2933 while ((player_ptr->lev < PY_MAX_LEVEL) && (player_ptr->exp >= ((android ? player_exp_a : player_exp)[player_ptr->lev - 1] * player_ptr->expfact / 100L))) {
2935 if (player_ptr->lev > player_ptr->max_plv) {
2936 player_ptr->max_plv = player_ptr->lev;
2938 if (PlayerClass(player_ptr).equals(PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
2939 level_reward = true;
2941 if (pr.equals(PlayerRaceType::BEASTMAN)) {
2943 level_mutation = true;
2946 level_inc_stat = true;
2948 exe_write_diary(player_ptr, DiaryKind::LEVELUP, player_ptr->lev);
2952 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), player_ptr->lev);
2953 rfu.set_flags(flags_srf);
2954 const auto flags_mwrf_levelup = {
2955 MainWindowRedrawingFlag::LEVEL,
2956 MainWindowRedrawingFlag::TITLE,
2957 MainWindowRedrawingFlag::EXP,
2959 rfu.set_flags(flags_mwrf_levelup);
2960 const auto &flags_swrf_levelup = {
2961 SubWindowRedrawingFlag::PLAYER,
2962 SubWindowRedrawingFlag::SPELL,
2963 SubWindowRedrawingFlag::INVENTORY,
2965 rfu.set_flags(flags_swrf_levelup);
2966 player_ptr->level_up_message = true;
2967 handle_stuff(player_ptr);
2969 player_ptr->level_up_message = false;
2970 if (level_inc_stat) {
2971 if (!(player_ptr->max_plv % 10)) {
2977 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), cnv_stat(player_ptr->stat_max[0]).data()), 2, 14);
2978 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), cnv_stat(player_ptr->stat_max[1]).data()), 3, 14);
2979 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), cnv_stat(player_ptr->stat_max[2]).data()), 4, 14);
2980 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), cnv_stat(player_ptr->stat_max[3]).data()), 5, 14);
2981 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), cnv_stat(player_ptr->stat_max[4]).data()), 6, 14);
2982 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), cnv_stat(player_ptr->stat_max[5]).data()), 7, 14);
2985 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
2989 if ((choice >= 'a') && (choice <= 'f')) {
2993 for (n = 0; n < A_MAX; n++) {
2994 if (n != choice - 'a') {
2998 if (input_check(_("よろしいですか?", "Are you sure? "))) {
3002 do_inc_stat(player_ptr, choice - 'a');
3004 } else if (!(player_ptr->max_plv % 2)) {
3005 do_inc_stat(player_ptr, randint0(6));
3009 if (level_mutation) {
3010 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3011 (void)gain_mutation(player_ptr, 0);
3012 level_mutation = false;
3016 * 報酬でレベルが上ると再帰的に check_experience(player_ptr) が
3020 patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, 0);
3021 level_reward = false;
3024 rfu.set_flags(flags_srf);
3025 static constexpr auto flags_mwrf = {
3026 MainWindowRedrawingFlag::LEVEL,
3027 MainWindowRedrawingFlag::TITLE,
3029 rfu.set_flags(flags_mwrf);
3030 static constexpr auto flags_swrf = {
3031 SubWindowRedrawingFlag::PLAYER,
3032 SubWindowRedrawingFlag::SPELL,
3034 rfu.set_flags(flags_swrf);
3035 handle_stuff(player_ptr);
3038 if (old_lev != player_ptr->lev) {
3039 autopick_load_pref(player_ptr, false);
3044 * @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
3046 * @return std::string 右詰め6文字で記述した能力値
3048 std::string cnv_stat(int val)
3051 return format(" %2d", val);
3054 int bonus = (val - 18);
3057 } else if (bonus >= 100) {
3058 return format("18/%03d", bonus);
3060 return format(" 18/%02d", bonus);
3065 * @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。
3066 * Modify a stat value by a "modifier", return new value
3068 * @param amount 加減算値
3072 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3073 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3074 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3075 * Or even: 18/13, 18/03, 18, 17, ..., 3
3078 int16_t modify_stat_value(int value, int amount)
3081 for (int i = 0; i < amount; i++) {
3088 } else if (amount < 0) {
3089 for (int i = 0; i < (0 - amount); i++) {
3090 if (value >= 18 + 10) {
3092 } else if (value > 18) {
3094 } else if (value > 3) {
3100 return (int16_t)value;
3105 * Hack -- Calculates the total number of points earned -JWT-
3108 long calc_score(PlayerType *player_ptr)
3110 int arena_win = std::min<int>(player_ptr->arena_number, MAX_ARENA_MONS);
3113 if (!preserve_mode) {
3125 if (ironman_shops) {
3128 if (ironman_small_levels) {
3131 if (ironman_empty_levels) {
3134 if (!powerup_home) {
3137 if (ironman_rooms) {
3140 if (ironman_nightmare) {
3149 for (const auto &d_ref : dungeons_info) {
3150 if (max_dl < max_dlv[d_ref.idx]) {
3151 max_dl = max_dlv[d_ref.idx];
3155 uint32_t point_l = (player_ptr->max_max_exp + (100 * max_dl));
3156 uint32_t point_h = point_l / 0x10000L;
3157 point_l = point_l % 0x10000L;
3160 point_h += point_l / 0x10000L;
3161 point_l %= 0x10000L;
3163 point_l += ((point_h % 100) << 16);
3167 uint32_t point = (point_h << 16) + (point_l);
3168 if (player_ptr->arena_number >= 0) {
3169 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3172 if (ironman_downward) {
3175 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
3176 if (PlayerRace(player_ptr).equals(PlayerRaceType::SPECTRE)) {
3181 if ((player_ptr->ppersonality == PERSONALITY_MUNCHKIN) && point) {
3183 if (w_ptr->total_winner) {
3192 * @param player_ptr プレイヤーへの参照ポインタ
3193 * @return 祝福状態ならばTRUE
3195 bool is_blessed(PlayerType *player_ptr)
3197 return player_ptr->blessed || music_singing(player_ptr, MUSIC_BLESS) || SpellHex(player_ptr).is_spelling_specific(HEX_BLESS);
3200 bool is_tim_esp(PlayerType *player_ptr)
3202 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
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_tim_stealth(PlayerType *player_ptr)
3209 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3212 bool is_time_limit_esp(PlayerType *player_ptr)
3214 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
3215 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
3216 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
3219 bool is_time_limit_stealth(PlayerType *player_ptr)
3221 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3225 * @brief 口を使う継続的な処理を中断する
3226 * @param player_ptr プレイヤーへの参照ポインタ
3228 void stop_mouth(PlayerType *player_ptr)
3230 if (music_singing_any(player_ptr)) {
3231 stop_singing(player_ptr);
3234 if (SpellHex(player_ptr).is_spelling_any()) {
3235 (void)SpellHex(player_ptr).stop_all_spells();
3239 bool is_fast(PlayerType *player_ptr)
3241 return player_ptr->effects()->acceleration()->is_fast() || music_singing(player_ptr, MUSIC_SPEED) || music_singing(player_ptr, MUSIC_SHERO);
3244 bool is_invuln(PlayerType *player_ptr)
3246 return player_ptr->invuln || music_singing(player_ptr, MUSIC_INVULN);
3249 bool is_hero(PlayerType *player_ptr)
3251 return player_ptr->hero || music_singing(player_ptr, MUSIC_HERO) || music_singing(player_ptr, MUSIC_SHERO);
3254 bool is_shero(PlayerType *player_ptr)
3256 return player_ptr->shero || PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER);
3259 bool is_echizen(PlayerType *player_ptr)
3261 return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].is_specific_artifact(FixedArtifactId::CRIMSON));
3264 bool is_chargeman(PlayerType *player_ptr)
3266 return player_ptr->ppersonality == PERSONALITY_CHARGEMAN;
3269 WEIGHT calc_weapon_weight_limit(PlayerType *player_ptr)
3271 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3273 if (has_two_handed_weapons(player_ptr)) {
3280 WEIGHT calc_bow_weight_limit(PlayerType *player_ptr)
3282 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3287 static player_hand main_attack_hand(PlayerType *player_ptr)
3289 switch (player_melee_type(player_ptr)) {
3290 case MELEE_TYPE_BAREHAND_TWO:
3291 return PLAYER_HAND_MAIN;
3292 case MELEE_TYPE_BAREHAND_MAIN:
3293 return PLAYER_HAND_MAIN;
3294 case MELEE_TYPE_BAREHAND_SUB:
3295 return PLAYER_HAND_SUB;
3296 case MELEE_TYPE_WEAPON_MAIN:
3297 return PLAYER_HAND_MAIN;
3298 case MELEE_TYPE_WEAPON_SUB:
3299 return PLAYER_HAND_SUB;
3300 case MELEE_TYPE_WEAPON_TWOHAND:
3301 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND) ? PLAYER_HAND_MAIN : PLAYER_HAND_SUB;
3302 case MELEE_TYPE_WEAPON_DOUBLE:
3303 return PLAYER_HAND_MAIN;
3304 case MELEE_TYPE_SHIELD_DOUBLE:
3305 return PLAYER_HAND_MAIN;
3307 return PLAYER_HAND_MAIN;
3310 bool set_quick_and_tiny(PlayerType *player_ptr)
3312 auto is_quickly_tiny = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::QUICKTHORN);
3313 is_quickly_tiny &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TINYTHORN);
3314 return is_quickly_tiny;
3317 bool set_musasi(PlayerType *player_ptr)
3319 auto is_musasi = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::MUSASI_KATANA);
3320 is_musasi &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::MUSASI_WAKIZASI);
3324 bool set_icing_and_twinkle(PlayerType *player_ptr)
3326 auto can_call_ice_wind_saga = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ICINGDEATH);
3327 can_call_ice_wind_saga &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TWINKLE);
3328 return can_call_ice_wind_saga;
3331 bool set_anubis_and_chariot(PlayerType *player_ptr)
3333 auto is_anubis_chariot = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ANUBIS);
3334 is_anubis_chariot &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::SILVER_CHARIOT);
3335 return is_anubis_chariot;