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 auto &rfu = RedrawingFlagsUpdater::get_instance();
380 if (old_mighty_throw != player_ptr->mighty_throw) {
381 rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
384 if (player_ptr->telepathy != old_telepathy) {
385 RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::MONSTER_STATUSES);
388 auto is_esp_updated = player_ptr->esp_animal != old_esp_animal;
389 is_esp_updated |= player_ptr->esp_undead != old_esp_undead;
390 is_esp_updated |= player_ptr->esp_demon != old_esp_demon;
391 is_esp_updated |= player_ptr->esp_orc != old_esp_orc;
392 is_esp_updated |= player_ptr->esp_troll != old_esp_troll;
393 is_esp_updated |= player_ptr->esp_giant != old_esp_giant;
394 is_esp_updated |= player_ptr->esp_dragon != old_esp_dragon;
395 is_esp_updated |= player_ptr->esp_human != old_esp_human;
396 is_esp_updated |= player_ptr->esp_evil != old_esp_evil;
397 is_esp_updated |= player_ptr->esp_good != old_esp_good;
398 is_esp_updated |= player_ptr->esp_nonliving != old_esp_nonliving;
399 is_esp_updated |= player_ptr->esp_unique != old_esp_unique;
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 rfu.set_flag(SubWindowRedrawingFlag::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 rfu.set_flag(SubWindowRedrawingFlag::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 rfu.set_flag(SubWindowRedrawingFlag::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 const auto flags = {
1010 SubWindowRedrawingFlag::PLAYER,
1011 SubWindowRedrawingFlag::SPELL,
1013 rfu.set_flags(flags);
1016 if (w_ptr->character_xtra) {
1020 if (player_ptr->old_cumber_glove != player_ptr->cumber_glove) {
1021 if (player_ptr->cumber_glove) {
1022 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."));
1024 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."));
1027 player_ptr->old_cumber_glove = player_ptr->cumber_glove;
1030 if (player_ptr->old_cumber_armor == player_ptr->cumber_armor) {
1034 if (player_ptr->cumber_armor) {
1035 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."));
1037 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."));
1040 player_ptr->old_cumber_armor = player_ptr->cumber_armor;
1044 * @brief 装備中の射撃武器の威力倍率を返す /
1045 * calcurate the fire rate of target object
1046 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1047 * @return 射撃倍率の値(100で1.00倍)
1049 short calc_num_fire(PlayerType *player_ptr, const ItemEntity *o_ptr)
1051 int extra_shots = 0;
1053 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1055 q_ptr = &player_ptr->inventory_list[i];
1056 if (!q_ptr->is_valid()) {
1060 if (i == INVEN_BOW) {
1064 auto flags = object_flags(q_ptr);
1065 if (flags.has(TR_XTRA_SHOTS)) {
1070 auto flags = object_flags(o_ptr);
1071 if (flags.has(TR_XTRA_SHOTS)) {
1076 if (!o_ptr->is_valid()) {
1077 return (int16_t)num;
1081 num += (extra_shots * 100);
1083 if (is_heavy_shoot(player_ptr, o_ptr)) {
1084 return (int16_t)num;
1087 const auto tval_ammo = o_ptr->get_arrow_kind();
1088 PlayerClass pc(player_ptr);
1089 if (pc.equals(PlayerClassType::RANGER) && (tval_ammo == ItemKindType::ARROW)) {
1090 num += (player_ptr->lev * 4);
1093 if (pc.equals(PlayerClassType::CAVALRY) && (tval_ammo == ItemKindType::ARROW)) {
1094 num += (player_ptr->lev * 3);
1097 if (pc.equals(PlayerClassType::ARCHER)) {
1098 if (tval_ammo == ItemKindType::ARROW) {
1099 num += ((player_ptr->lev * 5) + 50);
1100 } else if ((tval_ammo == ItemKindType::BOLT) || (tval_ammo == ItemKindType::SHOT)) {
1101 num += (player_ptr->lev * 4);
1105 if (pc.equals(PlayerClassType::WARRIOR) && (tval_ammo <= ItemKindType::BOLT) && (tval_ammo >= ItemKindType::SHOT)) {
1106 num += (player_ptr->lev * 2);
1109 if (pc.equals(PlayerClassType::ROGUE) && (tval_ammo == ItemKindType::SHOT)) {
1110 num += (player_ptr->lev * 4);
1113 return (int16_t)num;
1118 * @param player_ptr プレイヤーへの参照ポインタ
1122 * * 職業と性格とレベルによる追加加算
1123 * * 器用さに応じたadj_dex_disテーブルによる加算
1124 * * 知力に応じたadj_int_disテーブルによる加算
1126 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr)
1128 ACTION_SKILL_POWER pow;
1129 const player_race_info *tmp_rp_ptr;
1131 if (player_ptr->mimic_form != MimicKindType::NONE) {
1132 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1134 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1137 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1138 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1140 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1141 pow += ((cp_ptr->x_dis * player_ptr->lev / 10) + (ap_ptr->a_dis * player_ptr->lev / 50));
1142 pow += adj_dex_dis[player_ptr->stat_index[A_DEX]];
1143 pow += adj_int_dis[player_ptr->stat_index[A_INT]];
1149 * @param player_ptr プレイヤーへの参照ポインタ
1153 * * 職業と性格とレベルによる追加加算
1154 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1155 * * 知力に応じたadj_int_devテーブルによる加算
1158 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr)
1160 ACTION_SKILL_POWER pow;
1161 const player_race_info *tmp_rp_ptr;
1163 if (player_ptr->mimic_form != MimicKindType::NONE) {
1164 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1166 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1169 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1170 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1172 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1173 pow += ((c_ptr->x_dev * player_ptr->lev / 10) + (ap_ptr->a_dev * player_ptr->lev / 50));
1175 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1177 o_ptr = &player_ptr->inventory_list[i];
1178 if (!o_ptr->is_valid()) {
1181 auto flags = object_flags(o_ptr);
1182 if (flags.has(TR_MAGIC_MASTERY)) {
1183 pow += 8 * o_ptr->pval;
1187 pow += adj_int_dev[player_ptr->stat_index[A_INT]];
1189 if (is_shero(player_ptr)) {
1197 * @param player_ptr プレイヤーへの参照ポインタ
1201 * * 職業と性格とレベルによる追加加算
1202 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1203 * * 呪力耐性の装備による加算(30)
1204 * * 祝福された装備による加算(5 + レベル / 10)
1205 * * 賢さによるadj_wis_savテーブル加算
1206 * * 呪力弱点の装備による減算(-10)
1207 * * 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)
1209 * * 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)
1210 * * クターのつぶれ状態なら(10に上書き)
1211 * * 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)
1212 * * 呪いのdown_savingがかかっているなら半減
1214 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr)
1216 ACTION_SKILL_POWER pow;
1217 const player_race_info *tmp_rp_ptr;
1219 if (player_ptr->mimic_form != MimicKindType::NONE) {
1220 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1222 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1225 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1226 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1228 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1229 pow += ((cp_ptr->x_sav * player_ptr->lev / 10) + (ap_ptr->a_sav * player_ptr->lev / 50));
1231 if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES)) {
1232 pow += (15 + (player_ptr->lev / 5));
1235 if (has_resist_curse(player_ptr)) {
1239 if (player_ptr->bless_blade) {
1240 pow += 6 + (player_ptr->lev - 1) / 10;
1243 pow += adj_wis_sav[player_ptr->stat_index[A_WIS]];
1245 if (has_vuln_curse(player_ptr)) {
1249 if (has_heavy_vuln_curse(player_ptr)) {
1253 if (is_shero(player_ptr)) {
1257 if (player_ptr->anti_magic && (pow < (90 + player_ptr->lev))) {
1258 pow = 90 + player_ptr->lev;
1261 if (player_ptr->tsubureru) {
1265 if ((player_ptr->ult_res || player_ptr->resist_magic || player_ptr->magicdef) && (pow < (95 + player_ptr->lev))) {
1266 pow = 95 + player_ptr->lev;
1269 if (player_ptr->down_saving) {
1278 * @param player_ptr プレイヤーへの参照ポインタ
1283 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1285 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1287 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr)
1289 ACTION_SKILL_POWER pow;
1290 const player_race_info *tmp_rp_ptr;
1292 if (player_ptr->mimic_form != MimicKindType::NONE) {
1293 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1295 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1298 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1299 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1301 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1302 pow += (c_ptr->x_srh * player_ptr->lev / 10);
1304 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1306 o_ptr = &player_ptr->inventory_list[i];
1307 if (!o_ptr->is_valid()) {
1310 auto flags = object_flags(o_ptr);
1311 if (flags.has(TR_SEARCH)) {
1312 pow += (o_ptr->pval * 5);
1316 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1320 if (is_shero(player_ptr)) {
1329 * @param player_ptr プレイヤーへの参照ポインタ
1334 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1336 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1338 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr)
1340 ACTION_SKILL_POWER pow;
1341 const player_race_info *tmp_rp_ptr;
1343 if (player_ptr->mimic_form != MimicKindType::NONE) {
1344 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1346 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1349 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1350 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1352 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1353 pow += (c_ptr->x_fos * player_ptr->lev / 10);
1355 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1357 o_ptr = &player_ptr->inventory_list[i];
1358 if (!o_ptr->is_valid()) {
1361 auto flags = object_flags(o_ptr);
1362 if (flags.has(TR_SEARCH)) {
1363 pow += (o_ptr->pval * 5);
1367 if (is_shero(player_ptr)) {
1371 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1380 * @param player_ptr プレイヤーへの参照ポインタ
1383 * * 種族/職業/性格による加算とレベルによる追加加算
1385 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr)
1387 ACTION_SKILL_POWER pow;
1388 const player_race_info *tmp_rp_ptr;
1389 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1390 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1392 if (player_ptr->mimic_form != MimicKindType::NONE) {
1393 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1395 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1398 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1399 pow += ((c_ptr->x_thn * player_ptr->lev / 10) + (a_ptr->a_thn * player_ptr->lev / 50));
1405 * @param player_ptr プレイヤーへの参照ポインタ
1408 * * 種族/職業/性格による加算とレベルによる追加加算
1410 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr)
1412 ACTION_SKILL_POWER pow;
1413 const player_race_info *tmp_rp_ptr;
1414 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1415 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1417 if (player_ptr->mimic_form != MimicKindType::NONE) {
1418 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1420 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1423 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1424 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1430 * @param player_ptr プレイヤーへの参照ポインタ
1433 * * 種族/職業/性格による加算とレベルによる追加加算
1436 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr)
1438 ACTION_SKILL_POWER pow;
1439 const player_race_info *tmp_rp_ptr;
1440 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1441 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1443 if (player_ptr->mimic_form != MimicKindType::NONE) {
1444 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1446 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1449 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1450 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1452 if (is_shero(player_ptr)) {
1461 * @param player_ptr プレイヤーへの参照ポインタ
1472 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr)
1476 ACTION_SKILL_POWER pow;
1480 if (PlayerRace(player_ptr).equals(PlayerRaceType::ENT) && !player_ptr->inventory_list[INVEN_MAIN_HAND].is_valid()) {
1481 pow += player_ptr->lev * 10;
1484 if (is_shero(player_ptr)) {
1488 pow += adj_str_dig[player_ptr->stat_index[A_STR]];
1490 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
1491 pow += (100 + player_ptr->lev * 8);
1494 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1495 o_ptr = &player_ptr->inventory_list[i];
1496 if (!o_ptr->is_valid()) {
1499 auto flags = object_flags(o_ptr);
1500 if (flags.has(TR_TUNNEL)) {
1501 pow += (o_ptr->pval * 20);
1505 for (int i = 0; i < 2; i++) {
1506 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1507 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && !player_ptr->heavy_wield[i]) {
1508 pow += (o_ptr->weight / 10);
1512 if (is_shero(player_ptr)) {
1523 static bool is_martial_arts_mode(PlayerType *player_ptr)
1525 PlayerClass pc(player_ptr);
1526 auto has_martial_arts = pc.equals(PlayerClassType::MONK);
1527 has_martial_arts |= pc.equals(PlayerClassType::FORCETRAINER);
1528 has_martial_arts |= pc.equals(PlayerClassType::BERSERKER);
1529 return has_martial_arts && any_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr);
1532 static bool is_heavy_wield(PlayerType *player_ptr, int i)
1534 const auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1536 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10);
1539 static int16_t calc_num_blow(PlayerType *player_ptr, int i)
1542 int16_t num_blow = 1;
1544 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1545 auto flags = object_flags(o_ptr);
1546 PlayerClass pc(player_ptr);
1547 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1548 if (o_ptr->is_valid() && !player_ptr->heavy_wield[i]) {
1549 int str_index, dex_index;
1550 int num = 0, wgt = 0, mul = 0, div = 0;
1552 auto &info = class_info[enum2i(player_ptr->pclass)];
1557 if (pc.equals(PlayerClassType::CAVALRY) && player_ptr->riding && flags.has(TR_RIDING)) {
1563 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT) || SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
1569 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1570 str_index = (adj_str_blow[player_ptr->stat_index[A_STR]] * mul / div);
1572 if (has_two_handed_weapons(player_ptr) && !has_disable_two_handed_bonus(player_ptr, 0)) {
1573 str_index += pc.equals(PlayerClassType::WARRIOR) || pc.equals(PlayerClassType::BERSERKER) ? (player_ptr->lev / 23 + 1) : 1;
1575 if (pc.equals(PlayerClassType::NINJA)) {
1576 str_index = std::max(0, str_index - 1);
1578 if (str_index > 11) {
1582 dex_index = (adj_dex_blow[player_ptr->stat_index[A_DEX]]);
1583 if (dex_index > 11) {
1587 num_blow = blows_table[str_index][dex_index];
1588 if (num_blow > num) {
1589 num_blow = (int16_t)num;
1592 num_blow += (int16_t)player_ptr->extra_blows[i];
1593 if (pc.equals(PlayerClassType::WARRIOR)) {
1594 num_blow += (player_ptr->lev / 40);
1595 } else if (pc.equals(PlayerClassType::BERSERKER)) {
1596 num_blow += (player_ptr->lev / 23);
1597 } else if (pc.equals(PlayerClassType::ROGUE) && (o_ptr->weight < 50) && (player_ptr->stat_index[A_DEX] >= 30)) {
1601 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::FUUJIN)) {
1605 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
1609 if (has_not_ninja_weapon(player_ptr, i)) {
1622 /* Different calculation for monks with empty hands */
1623 if (is_martial_arts_mode(player_ptr)) {
1624 int blow_base = player_ptr->lev + adj_dex_blow[player_ptr->stat_index[A_DEX]];
1627 if (pc.equals(PlayerClassType::FORCETRAINER)) {
1628 if (blow_base > 18) {
1631 if (blow_base > 31) {
1634 if (blow_base > 44) {
1637 if (blow_base > 58) {
1641 if (blow_base > 12) {
1644 if (blow_base > 22) {
1647 if (blow_base > 31) {
1650 if (blow_base > 39) {
1653 if (blow_base > 46) {
1656 if (blow_base > 53) {
1659 if (blow_base > 59) {
1664 if (heavy_armor(player_ptr) && !pc.equals(PlayerClassType::BERSERKER)) {
1668 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1670 if (pc.equals(PlayerClassType::MONK) && (player_ptr->lev > 42)) {
1676 } else if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
1680 num_blow += 1 + player_ptr->extra_blows[0];
1688 * @param player_ptr プレイヤーへの参照ポインタ
1691 * * 性格なまけものなら加算(+10)
1693 * * 性格ちからじまんとがまんづよいなら加算(+1)
1694 * * 性格チャージマンなら加算(+5)
1695 * * 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)
1697 static int16_t calc_to_magic_chance(PlayerType *player_ptr)
1701 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
1704 if (player_ptr->ppersonality == PERSONALITY_SHREWD) {
1707 if ((player_ptr->ppersonality == PERSONALITY_PATIENT) || (player_ptr->ppersonality == PERSONALITY_MIGHTY)) {
1710 if (player_ptr->ppersonality == PERSONALITY_CHARGEMAN) {
1714 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1716 o_ptr = &player_ptr->inventory_list[i];
1717 if (!o_ptr->is_valid()) {
1721 if (o_ptr->curse_flags.has(CurseTraitType::HARD_SPELL)) {
1722 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1732 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr)
1734 ARMOUR_CLASS ac = 0;
1735 if (player_ptr->yoiyami) {
1739 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1741 o_ptr = &player_ptr->inventory_list[i];
1742 if (!o_ptr->is_valid()) {
1748 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
1749 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
1750 if (o_ptr_mh->is_protector() || o_ptr_sh->is_protector()) {
1751 ac += player_ptr->skill_exp[PlayerSkillKindType::SHIELD] * (1 + player_ptr->lev / 22) / 2000;
1757 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value)
1759 ARMOUR_CLASS ac = 0;
1760 if (player_ptr->yoiyami) {
1764 ac += ((int)(adj_dex_ta[player_ptr->stat_index[A_DEX]]) - 128);
1766 switch (player_ptr->mimic_form) {
1767 case MimicKindType::NONE:
1769 case MimicKindType::DEMON:
1772 case MimicKindType::DEMON_LORD:
1775 case MimicKindType::VAMPIRE:
1780 PlayerClass pc(player_ptr);
1781 if (pc.equals(PlayerClassType::BERSERKER)) {
1782 ac += 10 + player_ptr->lev / 2;
1785 if (pc.equals(PlayerClassType::SORCERER)) {
1789 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1791 o_ptr = &player_ptr->inventory_list[i];
1792 auto flags = object_flags(o_ptr);
1793 if (!o_ptr->is_valid()) {
1796 if (is_real_value || o_ptr->is_known()) {
1800 if (o_ptr->curse_flags.has(CurseTraitType::LOW_AC) || object_flags(o_ptr).has(TR_LOW_AC)) {
1801 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1802 if (is_real_value || o_ptr->is_fully_known()) {
1806 if (is_real_value || o_ptr->is_fully_known()) {
1812 if ((i == INVEN_SUB_HAND) && flags.has(TR_SUPPORTIVE)) {
1817 PlayerRace pr(player_ptr);
1818 if (pr.equals(PlayerRaceType::GOLEM) || pr.equals(PlayerRaceType::ANDROID)) {
1819 ac += 10 + (player_ptr->lev * 2 / 5);
1822 if (set_quick_and_tiny(player_ptr)) {
1826 if (set_musasi(player_ptr)) {
1830 if (set_icing_and_twinkle(player_ptr)) {
1834 if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
1838 if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
1842 if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
1846 if (pc.is_martial_arts_pro() && !heavy_armor(player_ptr)) {
1847 if (!player_ptr->inventory_list[INVEN_BODY].is_valid()) {
1848 ac += (player_ptr->lev * 3) / 2;
1850 if (!player_ptr->inventory_list[INVEN_OUTER].is_valid() && (player_ptr->lev > 15)) {
1851 ac += ((player_ptr->lev - 13) / 3);
1853 if (!player_ptr->inventory_list[INVEN_SUB_HAND].is_valid() && (player_ptr->lev > 10)) {
1854 ac += ((player_ptr->lev - 8) / 3);
1856 if (!player_ptr->inventory_list[INVEN_HEAD].is_valid() && (player_ptr->lev > 4)) {
1857 ac += (player_ptr->lev - 2) / 3;
1859 if (!player_ptr->inventory_list[INVEN_ARMS].is_valid()) {
1860 ac += (player_ptr->lev / 2);
1862 if (!player_ptr->inventory_list[INVEN_FEET].is_valid()) {
1863 ac += (player_ptr->lev / 3);
1867 if (player_ptr->realm1 == REALM_HEX) {
1868 if (SpellHex(player_ptr).is_spelling_specific(HEX_ICE_ARMOR)) {
1872 for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
1873 auto *o_ptr = &player_ptr->inventory_list[i];
1874 if (!o_ptr->is_valid()) {
1877 if (!o_ptr->is_protector()) {
1880 if (!o_ptr->is_cursed()) {
1883 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
1886 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1889 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
1895 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1896 ac += (player_ptr->lev * player_ptr->lev) / 50;
1897 } else if (pc.monk_stance_is(MonkStanceType::BYAKKO)) {
1899 } else if (pc.monk_stance_is(MonkStanceType::SEIRYU)) {
1901 } else if (pc.samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
1905 if (player_ptr->ult_res || (pc.samurai_stance_is(SamuraiStanceType::MUSOU))) {
1907 } else if (player_ptr->tsubureru || player_ptr->shield || player_ptr->magicdef) {
1911 if (is_blessed(player_ptr)) {
1915 if (is_shero(player_ptr)) {
1919 if (pc.equals(PlayerClassType::NINJA)) {
1920 const auto bi_id_main = player_ptr->inventory_list[INVEN_MAIN_HAND].bi_id;
1921 const auto bi_id_sub = player_ptr->inventory_list[INVEN_SUB_HAND].bi_id;
1922 if (((bi_id_main == 0) || can_attack_with_main_hand(player_ptr)) && ((bi_id_sub == 0) || can_attack_with_sub_hand(player_ptr))) {
1923 ac += player_ptr->lev / 2 + 5;
1931 * @brief 二刀流ペナルティ量計算
1932 * @param player_ptr プレイヤーへの参照ポインタ
1933 * @param slot ペナルティ量を計算する武器スロット
1938 * * EASY2_WEAPONによる軽減
1939 * * SUPPORTIVEを左に装備した場合の軽減
1943 int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot)
1947 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1948 auto flags = object_flags(&player_ptr->inventory_list[INVEN_SUB_HAND]);
1950 penalty = ((100 - player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] / 160) - (130 - player_ptr->inventory_list[slot].weight) / 8);
1951 if (set_quick_and_tiny(player_ptr) || set_icing_and_twinkle(player_ptr) || set_anubis_and_chariot(player_ptr)) {
1952 penalty = penalty / 2 - 5;
1955 for (uint i = FLAG_CAUSE_INVEN_MAIN_HAND; i < FLAG_CAUSE_MAX; i <<= 1) {
1956 if (penalty > 0 && any_bits(player_ptr->easy_2weapon, i)) {
1961 if (flags.has(TR_SUPPORTIVE)) {
1962 penalty = std::max(0, penalty - 10);
1965 if (set_musasi(player_ptr)) {
1966 penalty = std::min(0, penalty);
1969 if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::POLEARM) {
1973 return (int16_t)penalty;
1976 static bool is_riding_two_hands(PlayerType *player_ptr)
1978 if (!player_ptr->riding) {
1982 if (has_two_handed_weapons(player_ptr) || (empty_hands(player_ptr, false) == EMPTY_HAND_NONE)) {
1984 } else if (any_bits(player_ptr->pet_extra_flags, PF_TWO_HANDS)) {
1985 switch (player_ptr->pclass) {
1986 case PlayerClassType::MONK:
1987 case PlayerClassType::FORCETRAINER:
1988 case PlayerClassType::BERSERKER:
1989 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)) {
2001 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr)
2003 auto *floor_ptr = player_ptr->current_floor_ptr;
2004 if (!player_ptr->riding) {
2008 int16_t penalty = 0;
2010 if (PlayerClass(player_ptr).is_tamer()) {
2011 if (player_ptr->tval_ammo != ItemKindType::ARROW) {
2015 penalty = monraces_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2022 if (player_ptr->tval_ammo == ItemKindType::BOLT) {
2029 void put_equipment_warning(PlayerType *player_ptr)
2031 bool heavy_shoot = is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW]);
2032 if (player_ptr->old_heavy_shoot != heavy_shoot) {
2034 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."));
2035 } else if (player_ptr->inventory_list[INVEN_BOW].is_valid()) {
2036 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."));
2038 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."));
2040 player_ptr->old_heavy_shoot = heavy_shoot;
2043 for (int i = 0; i < 2; i++) {
2044 if (player_ptr->old_heavy_wield[i] != player_ptr->heavy_wield[i]) {
2045 if (player_ptr->heavy_wield[i]) {
2046 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."));
2047 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2048 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2049 } else if (player_ptr->heavy_wield[1 - i]) {
2050 msg_print(_("まだ武器が重い。", "You still have trouble wielding a heavy weapon."));
2052 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."));
2055 player_ptr->old_heavy_wield[i] = player_ptr->heavy_wield[i];
2058 if (player_ptr->old_riding_wield[i] != player_ptr->is_icky_riding_wield[i]) {
2059 if (player_ptr->is_icky_riding_wield[i]) {
2060 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."));
2061 } else if (!player_ptr->riding) {
2062 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2063 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2064 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2067 player_ptr->old_riding_wield[i] = player_ptr->is_icky_riding_wield[i];
2070 if (player_ptr->old_icky_wield[i] == player_ptr->is_icky_wield[i]) {
2074 if (player_ptr->is_icky_wield[i]) {
2075 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."));
2076 if (w_ptr->is_loading_now) {
2077 chg_virtue(player_ptr, Virtue::FAITH, -1);
2079 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2080 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."));
2082 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."));
2085 player_ptr->old_icky_wield[i] = player_ptr->is_icky_wield[i];
2088 if (player_ptr->riding && (player_ptr->old_riding_ryoute != player_ptr->riding_ryoute)) {
2089 if (player_ptr->riding_ryoute) {
2091 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" : "");
2093 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2097 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" : "");
2099 msg_print("You began to control the pet you're riding with one hand.");
2103 player_ptr->old_riding_ryoute = player_ptr->riding_ryoute;
2106 PlayerClass pc(player_ptr);
2107 if ((pc.is_martial_arts_pro() || pc.equals(PlayerClassType::NINJA)) && (heavy_armor(player_ptr) != player_ptr->monk_notify_aux)) {
2108 if (heavy_armor(player_ptr)) {
2109 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."));
2110 if (w_ptr->is_loading_now) {
2111 chg_virtue(player_ptr, Virtue::HARMONY, -1);
2114 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2117 player_ptr->monk_notify_aux = heavy_armor(player_ptr);
2121 static bool is_bare_knuckle(PlayerType *player_ptr)
2123 auto bare_knuckle = is_martial_arts_mode(player_ptr);
2124 bare_knuckle &= empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB);
2125 return bare_knuckle;
2128 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2130 auto *o_ptr = &player_ptr->inventory_list[slot];
2131 auto flags = object_flags(o_ptr);
2133 player_hand calc_hand = PLAYER_HAND_OTHER;
2134 if (slot == INVEN_MAIN_HAND) {
2135 calc_hand = PLAYER_HAND_MAIN;
2137 if (slot == INVEN_SUB_HAND) {
2138 calc_hand = PLAYER_HAND_SUB;
2142 damage += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2144 if (is_shero(player_ptr)) {
2145 damage += 3 + (player_ptr->lev / 5);
2148 auto player_stun = player_ptr->effects()->stun();
2149 damage -= player_stun->get_damage_penalty();
2150 PlayerClass pc(player_ptr);
2151 const auto tval = o_ptr->bi_key.tval();
2152 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2154 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2155 damage += player_ptr->lev / 6;
2156 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2157 damage += player_ptr->lev / 6;
2159 } else if (pc.equals(PlayerClassType::SORCERER)) {
2160 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2161 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2167 } else if (pc.equals(PlayerClassType::FORCETRAINER)) {
2168 // 練気術師は格闘ダメージに (気)/5 の修正を得る。
2169 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2170 damage += get_current_ki(player_ptr) / 5;
2174 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2175 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) {
2176 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2179 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2182 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2188 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2190 o_ptr = &player_ptr->inventory_list[i];
2191 const auto has_melee = has_melee_weapon(player_ptr, i);
2192 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2196 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2200 if (!o_ptr->is_known() && !is_real_value) {
2203 bonus_to_d = o_ptr->to_d;
2205 if (pc.equals(PlayerClassType::NINJA)) {
2206 if (o_ptr->to_d > 0) {
2207 bonus_to_d = (o_ptr->to_d + 1) / 2;
2211 switch (player_melee_type(player_ptr)) {
2212 case MELEE_TYPE_BAREHAND_TWO:
2213 case MELEE_TYPE_WEAPON_TWOHAND:
2214 if (calc_hand == main_attack_hand(player_ptr)) {
2215 damage += (int16_t)bonus_to_d;
2219 case MELEE_TYPE_BAREHAND_MAIN:
2220 case MELEE_TYPE_WEAPON_MAIN:
2221 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2222 damage += (int16_t)bonus_to_d;
2226 case MELEE_TYPE_BAREHAND_SUB:
2227 case MELEE_TYPE_WEAPON_SUB:
2228 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2229 damage += (int16_t)bonus_to_d;
2233 case MELEE_TYPE_WEAPON_DOUBLE:
2234 if (calc_hand == PLAYER_HAND_MAIN) {
2235 if (i == INVEN_MAIN_RING) {
2236 damage += (int16_t)bonus_to_d;
2237 } else if (i != INVEN_SUB_RING) {
2238 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2241 if (calc_hand == PLAYER_HAND_SUB) {
2242 if (i == INVEN_SUB_RING) {
2243 damage += (int16_t)bonus_to_d;
2244 } else if (i != INVEN_MAIN_RING) {
2245 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2250 case MELEE_TYPE_SHIELD_DOUBLE:
2258 if (main_attack_hand(player_ptr) == calc_hand) {
2259 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2261 bonus_to_d = ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128) / 2;
2262 damage += std::max<int>(bonus_to_d, 1);
2266 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2267 damage += (player_ptr->lev / 6);
2270 // 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。
2271 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2272 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2273 damage -= (player_ptr->lev / 6);
2277 return static_cast<short>(damage);
2281 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
2283 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
2285 static short calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2290 hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2291 hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2293 /* Temporary bonuses */
2294 if (is_blessed(player_ptr)) {
2298 if (is_hero(player_ptr)) {
2302 if (is_shero(player_ptr)) {
2306 auto player_stun = player_ptr->effects()->stun();
2307 hit -= player_stun->get_damage_penalty();
2308 player_hand calc_hand = PLAYER_HAND_OTHER;
2309 if (slot == INVEN_MAIN_HAND) {
2310 calc_hand = PLAYER_HAND_MAIN;
2312 if (slot == INVEN_SUB_HAND) {
2313 calc_hand = PLAYER_HAND_SUB;
2316 /* Default hand bonuses */
2317 if (main_attack_hand(player_ptr) == calc_hand) {
2318 switch (player_melee_type(player_ptr)) {
2319 case MELEE_TYPE_BAREHAND_MAIN:
2320 if (player_ptr->riding) {
2324 case MELEE_TYPE_BAREHAND_SUB:
2325 if (player_ptr->riding) {
2329 case MELEE_TYPE_BAREHAND_TWO:
2330 hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2337 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2339 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);
2340 hit += std::max<int>(bonus_to_h, 1);
2344 /* Bonuses and penalties by weapon */
2345 PlayerClass pc(player_ptr);
2346 if (has_melee_weapon(player_ptr, slot)) {
2347 auto *o_ptr = &player_ptr->inventory_list[slot];
2348 auto flags = object_flags(o_ptr);
2350 /* Traind bonuses */
2351 const auto tval = o_ptr->bi_key.tval();
2352 const auto sval = o_ptr->bi_key.sval().value();
2353 hit += (player_ptr->weapon_exp[tval][sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2355 /* Weight penalty */
2356 if (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10) {
2357 hit += 2 * (calc_weapon_weight_limit(player_ptr) - o_ptr->weight / 10);
2360 /* Low melee penalty */
2361 if ((o_ptr->is_fully_known() || is_real_value) && o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2362 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2369 /* Riding bonus and penalty */
2370 if (player_ptr->riding > 0) {
2371 if (o_ptr->is_lance()) {
2373 } else if (flags.has_not(TR_RIDING)) {
2375 if (PlayerClass(player_ptr).is_tamer()) {
2378 penalty = monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2389 /* Class penalties */
2390 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2392 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2393 hit += player_ptr->lev / 5;
2394 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2395 hit += player_ptr->lev / 5;
2397 } else if (pc.equals(PlayerClassType::SORCERER)) {
2398 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2399 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2407 if (has_not_ninja_weapon(player_ptr, (int)calc_hand) || has_not_monk_weapon(player_ptr, (int)calc_hand)) {
2411 /* Hex realm bonuses */
2412 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2413 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2416 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2419 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2422 if (o_ptr->curse_flags.has(CurseTraitType::TY_CURSE)) {
2428 /* Bonuses from inventory */
2429 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2430 auto *o_ptr = &player_ptr->inventory_list[i];
2432 /* Ignore empty hands, handed weapons, bows and capture balls */
2433 const auto has_melee = has_melee_weapon(player_ptr, i);
2434 if (!o_ptr->is_valid() || o_ptr->bi_key.tval() == ItemKindType::CAPTURE) {
2438 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2442 /* Fake value does not include unknown objects' value */
2443 if (!o_ptr->is_known() && !is_real_value) {
2447 int bonus_to_h = o_ptr->to_h;
2449 /* When wields only a weapon */
2450 if (pc.equals(PlayerClassType::NINJA)) {
2451 if (o_ptr->to_h > 0) {
2452 bonus_to_h = (o_ptr->to_h + 1) / 2;
2456 switch (player_melee_type(player_ptr)) {
2457 case MELEE_TYPE_BAREHAND_TWO:
2458 case MELEE_TYPE_WEAPON_TWOHAND:
2459 if (calc_hand == main_attack_hand(player_ptr)) {
2460 hit += (int16_t)bonus_to_h;
2464 case MELEE_TYPE_BAREHAND_MAIN:
2465 case MELEE_TYPE_WEAPON_MAIN:
2466 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2467 hit += (int16_t)bonus_to_h;
2471 case MELEE_TYPE_BAREHAND_SUB:
2472 case MELEE_TYPE_WEAPON_SUB:
2473 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2474 hit += (int16_t)bonus_to_h;
2478 case MELEE_TYPE_WEAPON_DOUBLE:
2479 if (calc_hand == PLAYER_HAND_MAIN) {
2480 if (i == INVEN_MAIN_RING) {
2481 hit += (int16_t)bonus_to_h;
2482 } else if (i != INVEN_SUB_RING) {
2483 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2486 if (calc_hand == PLAYER_HAND_SUB) {
2487 if (i == INVEN_SUB_RING) {
2488 hit += (int16_t)bonus_to_h;
2489 } else if (i != INVEN_MAIN_RING) {
2490 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2495 case MELEE_TYPE_SHIELD_DOUBLE:
2503 /* Martial arts bonus */
2504 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2505 hit += (player_ptr->lev / 3);
2508 /* Two handed combat penalty */
2509 hit -= calc_double_weapon_penalty(player_ptr, slot);
2511 // 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。
2512 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2513 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2514 hit -= (player_ptr->lev / 3);
2518 return static_cast<short>(hit);
2521 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value)
2525 pow += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2526 pow += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2530 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2531 if (o_ptr->is_valid()) {
2532 if (o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2533 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2542 auto player_stun = player_ptr->effects()->stun();
2543 pow -= player_stun->get_damage_penalty();
2544 if (is_blessed(player_ptr)) {
2548 if (is_hero(player_ptr)) {
2552 if (is_shero(player_ptr)) {
2556 auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2558 if (is_heavy_shoot(player_ptr, o_ptr)) {
2559 pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
2562 if (o_ptr->is_valid()) {
2563 if (!is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
2564 if (PlayerClass(player_ptr).equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
2565 pow += (10 + (player_ptr->lev / 5));
2571 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2573 o_ptr = &player_ptr->inventory_list[i];
2574 const auto has_melee = has_melee_weapon(player_ptr, i);
2575 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2579 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2583 bonus_to_h = o_ptr->to_h;
2585 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2586 if (o_ptr->to_h > 0) {
2587 bonus_to_h = (o_ptr->to_h + 1) / 2;
2591 if (is_real_value || o_ptr->is_known()) {
2592 pow += (int16_t)bonus_to_h;
2596 pow -= calc_riding_bow_penalty(player_ptr);
2601 static int16_t calc_to_damage_misc(PlayerType *player_ptr)
2607 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2608 o_ptr = &player_ptr->inventory_list[i];
2609 if (!o_ptr->is_valid()) {
2613 int bonus_to_d = o_ptr->to_d;
2614 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2615 if (o_ptr->to_d > 0) {
2616 bonus_to_d = (o_ptr->to_d + 1) / 2;
2619 to_dam += (int16_t)bonus_to_d;
2622 if (is_shero(player_ptr)) {
2623 to_dam += 3 + (player_ptr->lev / 5);
2626 auto player_stun = player_ptr->effects()->stun();
2627 to_dam -= player_stun->get_damage_penalty();
2628 to_dam += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2632 static int16_t calc_to_hit_misc(PlayerType *player_ptr)
2638 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2639 o_ptr = &player_ptr->inventory_list[i];
2640 if (!o_ptr->is_valid()) {
2644 int bonus_to_h = o_ptr->to_h;
2645 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2646 if (o_ptr->to_h > 0) {
2647 bonus_to_h = (o_ptr->to_h + 1) / 2;
2650 to_hit += (int16_t)bonus_to_h;
2653 if (is_blessed(player_ptr)) {
2657 if (is_hero(player_ptr)) {
2661 if (is_shero(player_ptr)) {
2665 auto player_stun = player_ptr->effects()->stun();
2666 to_hit -= player_stun->get_damage_penalty();
2667 to_hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2668 to_hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2673 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot)
2675 auto *o_ptr = &player_ptr->inventory_list[slot];
2676 return (player_ptr->riding > 0) && o_ptr->is_lance() ? 2 : 0;
2680 * @brief プレイヤーの所持重量制限を計算する /
2681 * Computes current weight limit.
2684 WEIGHT calc_weight_limit(PlayerType *player_ptr)
2686 WEIGHT i = (WEIGHT)adj_str_wgt[player_ptr->stat_index[A_STR]] * 50;
2687 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
2694 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
2695 * @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。
2697 void update_creature(PlayerType *player_ptr)
2699 auto &rfu = RedrawingFlagsUpdater::get_instance();
2700 if (!rfu.any_stats()) {
2704 auto *floor_ptr = player_ptr->current_floor_ptr;
2705 if (rfu.has(StatusRedrawingFlag::AUTO_DESTRUCTION)) {
2706 rfu.reset_flag(StatusRedrawingFlag::AUTO_DESTRUCTION);
2707 autopick_delayed_alter(player_ptr);
2710 if (rfu.has(StatusRedrawingFlag::COMBINATION)) {
2711 rfu.reset_flag(StatusRedrawingFlag::COMBINATION);
2712 combine_pack(player_ptr);
2715 if (rfu.has(StatusRedrawingFlag::REORDER)) {
2716 rfu.reset_flag(StatusRedrawingFlag::REORDER);
2717 reorder_pack(player_ptr);
2720 if (rfu.has(StatusRedrawingFlag::BONUS)) {
2721 rfu.reset_flag(StatusRedrawingFlag::BONUS);
2722 PlayerAlignment(player_ptr).update_alignment();
2723 PlayerSkill ps(player_ptr);
2724 ps.apply_special_weapon_skill_max_values();
2725 ps.limit_weapon_skills_by_max_value();
2726 update_bonuses(player_ptr);
2729 if (rfu.has(StatusRedrawingFlag::TORCH)) {
2730 rfu.reset_flag(StatusRedrawingFlag::TORCH);
2731 update_lite_radius(player_ptr);
2734 if (rfu.has(StatusRedrawingFlag::HP)) {
2735 rfu.reset_flag(StatusRedrawingFlag::HP);
2736 update_max_hitpoints(player_ptr);
2739 if (rfu.has(StatusRedrawingFlag::MP)) {
2740 rfu.reset_flag(StatusRedrawingFlag::MP);
2741 update_max_mana(player_ptr);
2744 if (rfu.has(StatusRedrawingFlag::SPELLS)) {
2745 rfu.reset_flag(StatusRedrawingFlag::SPELLS);
2746 update_num_of_spells(player_ptr);
2749 if (!w_ptr->character_generated || (w_ptr->character_icky_depth > 0)) {
2753 if (rfu.has(StatusRedrawingFlag::UN_LITE)) {
2754 rfu.reset_flag(StatusRedrawingFlag::UN_LITE);
2755 forget_lite(floor_ptr);
2758 if (rfu.has(StatusRedrawingFlag::UN_VIEW)) {
2759 rfu.reset_flag(StatusRedrawingFlag::UN_VIEW);
2760 forget_view(floor_ptr);
2763 if (rfu.has(StatusRedrawingFlag::VIEW)) {
2764 rfu.reset_flag(StatusRedrawingFlag::VIEW);
2765 update_view(player_ptr);
2768 if (rfu.has(StatusRedrawingFlag::LITE)) {
2769 rfu.reset_flag(StatusRedrawingFlag::LITE);
2770 update_lite(player_ptr);
2773 if (rfu.has(StatusRedrawingFlag::FLOW)) {
2774 rfu.reset_flag(StatusRedrawingFlag::FLOW);
2775 update_flow(player_ptr);
2778 if (rfu.has(StatusRedrawingFlag::DISTANCE)) {
2779 rfu.reset_flag(StatusRedrawingFlag::DISTANCE);
2780 update_monsters(player_ptr, true);
2783 if (rfu.has(StatusRedrawingFlag::MONSTER_LITE)) {
2784 rfu.reset_flag(StatusRedrawingFlag::MONSTER_LITE);
2785 update_mon_lite(player_ptr);
2788 if (rfu.has(StatusRedrawingFlag::DELAY_VISIBILITY)) {
2789 rfu.reset_flag(StatusRedrawingFlag::DELAY_VISIBILITY);
2790 delayed_visual_update(player_ptr);
2793 if (rfu.has(StatusRedrawingFlag::MONSTER_STATUSES)) {
2794 rfu.reset_flag(StatusRedrawingFlag::MONSTER_STATUSES);
2795 update_monsters(player_ptr, false);
2800 * @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
2801 * @return 魔道書を一冊も持っていないならTRUEを返す
2803 bool player_has_no_spellbooks(PlayerType *player_ptr)
2806 for (int i = 0; i < INVEN_PACK; i++) {
2807 o_ptr = &player_ptr->inventory_list[i];
2808 if (o_ptr->is_valid() && check_book_realm(player_ptr, o_ptr->bi_key)) {
2813 auto *floor_ptr = player_ptr->current_floor_ptr;
2814 for (const auto this_o_idx : floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
2815 o_ptr = &floor_ptr->o_list[this_o_idx];
2816 if (o_ptr->is_valid() && o_ptr->marked.has(OmType::FOUND) && check_book_realm(player_ptr, o_ptr->bi_key)) {
2825 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
2828 * @return 配置に成功したらTRUE
2830 bool player_place(PlayerType *player_ptr, POSITION y, POSITION x)
2832 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0) {
2836 /* Save player location */
2843 * @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
2845 void wreck_the_pattern(PlayerType *player_ptr)
2847 auto *floor_ptr = player_ptr->current_floor_ptr;
2848 int pattern_type = terrains_info[floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2849 if (pattern_type == PATTERN_TILE_WRECKED) {
2853 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
2854 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
2856 if (!is_invuln(player_ptr)) {
2857 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"));
2860 int to_ruin = randint1(45) + 35;
2863 scatter(player_ptr, &r_y, &r_x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
2865 if (pattern_tile(floor_ptr, r_y, r_x) && (terrains_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
2866 cave_set_feat(player_ptr, r_y, r_x, feat_pattern_corrupted);
2870 cave_set_feat(player_ptr, player_ptr->y, player_ptr->x, feat_pattern_corrupted);
2874 * @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 /
2875 * Advance experience levels and print experience
2877 void check_experience(PlayerType *player_ptr)
2879 if (player_ptr->exp < 0) {
2880 player_ptr->exp = 0;
2882 if (player_ptr->max_exp < 0) {
2883 player_ptr->max_exp = 0;
2885 if (player_ptr->max_max_exp < 0) {
2886 player_ptr->max_max_exp = 0;
2889 if (player_ptr->exp > PY_MAX_EXP) {
2890 player_ptr->exp = PY_MAX_EXP;
2892 if (player_ptr->max_exp > PY_MAX_EXP) {
2893 player_ptr->max_exp = PY_MAX_EXP;
2895 if (player_ptr->max_max_exp > PY_MAX_EXP) {
2896 player_ptr->max_max_exp = PY_MAX_EXP;
2899 if (player_ptr->exp > player_ptr->max_exp) {
2900 player_ptr->max_exp = player_ptr->exp;
2902 if (player_ptr->max_exp > player_ptr->max_max_exp) {
2903 player_ptr->max_max_exp = player_ptr->max_exp;
2906 auto &rfu = RedrawingFlagsUpdater::get_instance();
2907 rfu.set_flag(MainWindowRedrawingFlag::EXP);
2908 handle_stuff(player_ptr);
2910 PlayerRace pr(player_ptr);
2911 bool android = pr.equals(PlayerRaceType::ANDROID);
2912 PLAYER_LEVEL old_lev = player_ptr->lev;
2913 const auto flags_srf = {
2914 StatusRedrawingFlag::BONUS,
2915 StatusRedrawingFlag::HP,
2916 StatusRedrawingFlag::MP,
2917 StatusRedrawingFlag::SPELLS,
2919 while ((player_ptr->lev > 1) && (player_ptr->exp < ((android ? player_exp_a : player_exp)[player_ptr->lev - 2] * player_ptr->expfact / 100L))) {
2921 rfu.set_flags(flags_srf);
2922 const auto flags_mwrf = {
2923 MainWindowRedrawingFlag::LEVEL,
2924 MainWindowRedrawingFlag::TITLE,
2926 rfu.set_flags(flags_mwrf);
2927 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
2928 handle_stuff(player_ptr);
2931 bool level_reward = false;
2932 bool level_mutation = false;
2933 bool level_inc_stat = false;
2934 while ((player_ptr->lev < PY_MAX_LEVEL) && (player_ptr->exp >= ((android ? player_exp_a : player_exp)[player_ptr->lev - 1] * player_ptr->expfact / 100L))) {
2936 if (player_ptr->lev > player_ptr->max_plv) {
2937 player_ptr->max_plv = player_ptr->lev;
2939 if (PlayerClass(player_ptr).equals(PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
2940 level_reward = true;
2942 if (pr.equals(PlayerRaceType::BEASTMAN)) {
2944 level_mutation = true;
2947 level_inc_stat = true;
2949 exe_write_diary(player_ptr, DIARY_LEVELUP, player_ptr->lev);
2953 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), player_ptr->lev);
2954 rfu.set_flags(flags_srf);
2955 const auto flags_mwrf_levelup = {
2956 MainWindowRedrawingFlag::LEVEL,
2957 MainWindowRedrawingFlag::TITLE,
2958 MainWindowRedrawingFlag::EXP,
2960 rfu.set_flags(flags_mwrf_levelup);
2961 const auto &flags_swrf_levelup = {
2962 SubWindowRedrawingFlag::PLAYER,
2963 SubWindowRedrawingFlag::SPELL,
2964 SubWindowRedrawingFlag::INVENTORY,
2966 rfu.set_flags(flags_swrf_levelup);
2967 player_ptr->level_up_message = true;
2968 handle_stuff(player_ptr);
2970 player_ptr->level_up_message = false;
2971 if (level_inc_stat) {
2972 if (!(player_ptr->max_plv % 10)) {
2978 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), cnv_stat(player_ptr->stat_max[0]).data()), 2, 14);
2979 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), cnv_stat(player_ptr->stat_max[1]).data()), 3, 14);
2980 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), cnv_stat(player_ptr->stat_max[2]).data()), 4, 14);
2981 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), cnv_stat(player_ptr->stat_max[3]).data()), 5, 14);
2982 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), cnv_stat(player_ptr->stat_max[4]).data()), 6, 14);
2983 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), cnv_stat(player_ptr->stat_max[5]).data()), 7, 14);
2986 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
2990 if ((choice >= 'a') && (choice <= 'f')) {
2994 for (n = 0; n < A_MAX; n++) {
2995 if (n != choice - 'a') {
2999 if (get_check(_("よろしいですか?", "Are you sure? "))) {
3003 do_inc_stat(player_ptr, choice - 'a');
3005 } else if (!(player_ptr->max_plv % 2)) {
3006 do_inc_stat(player_ptr, randint0(6));
3010 if (level_mutation) {
3011 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3012 (void)gain_mutation(player_ptr, 0);
3013 level_mutation = false;
3017 * 報酬でレベルが上ると再帰的に check_experience(player_ptr) が
3021 patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, 0);
3022 level_reward = false;
3025 rfu.set_flags(flags_srf);
3026 const auto flags_mwrf = {
3027 MainWindowRedrawingFlag::LEVEL,
3028 MainWindowRedrawingFlag::TITLE,
3030 rfu.set_flags(flags_mwrf);
3031 const auto flags_swrf = {
3032 SubWindowRedrawingFlag::PLAYER,
3033 SubWindowRedrawingFlag::SPELL,
3035 rfu.set_flags(flags_swrf);
3036 handle_stuff(player_ptr);
3039 if (old_lev != player_ptr->lev) {
3040 autopick_load_pref(player_ptr, false);
3045 * @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
3047 * @return std::string 右詰め6文字で記述した能力値
3049 std::string cnv_stat(int val)
3052 return format(" %2d", val);
3055 int bonus = (val - 18);
3058 } else if (bonus >= 100) {
3059 return format("18/%03d", bonus);
3061 return format(" 18/%02d", bonus);
3066 * @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。
3067 * Modify a stat value by a "modifier", return new value
3069 * @param amount 加減算値
3073 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3074 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3075 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3076 * Or even: 18/13, 18/03, 18, 17, ..., 3
3079 int16_t modify_stat_value(int value, int amount)
3082 for (int i = 0; i < amount; i++) {
3089 } else if (amount < 0) {
3090 for (int i = 0; i < (0 - amount); i++) {
3091 if (value >= 18 + 10) {
3093 } else if (value > 18) {
3095 } else if (value > 3) {
3101 return (int16_t)value;
3106 * Hack -- Calculates the total number of points earned -JWT-
3109 long calc_score(PlayerType *player_ptr)
3111 int arena_win = std::min<int>(player_ptr->arena_number, MAX_ARENA_MONS);
3114 if (!preserve_mode) {
3126 if (ironman_shops) {
3129 if (ironman_small_levels) {
3132 if (ironman_empty_levels) {
3135 if (!powerup_home) {
3138 if (ironman_rooms) {
3141 if (ironman_nightmare) {
3150 for (const auto &d_ref : dungeons_info) {
3151 if (max_dl < max_dlv[d_ref.idx]) {
3152 max_dl = max_dlv[d_ref.idx];
3156 uint32_t point_l = (player_ptr->max_max_exp + (100 * max_dl));
3157 uint32_t point_h = point_l / 0x10000L;
3158 point_l = point_l % 0x10000L;
3161 point_h += point_l / 0x10000L;
3162 point_l %= 0x10000L;
3164 point_l += ((point_h % 100) << 16);
3168 uint32_t point = (point_h << 16) + (point_l);
3169 if (player_ptr->arena_number >= 0) {
3170 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3173 if (ironman_downward) {
3176 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
3177 if (PlayerRace(player_ptr).equals(PlayerRaceType::SPECTRE)) {
3182 if ((player_ptr->ppersonality == PERSONALITY_MUNCHKIN) && point) {
3184 if (w_ptr->total_winner) {
3193 * @param player_ptr プレイヤーへの参照ポインタ
3194 * @return 祝福状態ならばTRUE
3196 bool is_blessed(PlayerType *player_ptr)
3198 return player_ptr->blessed || music_singing(player_ptr, MUSIC_BLESS) || SpellHex(player_ptr).is_spelling_specific(HEX_BLESS);
3201 bool is_tim_esp(PlayerType *player_ptr)
3203 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
3204 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
3205 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
3208 bool is_tim_stealth(PlayerType *player_ptr)
3210 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3213 bool is_time_limit_esp(PlayerType *player_ptr)
3215 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
3216 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
3217 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
3220 bool is_time_limit_stealth(PlayerType *player_ptr)
3222 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3226 * @brief 口を使う継続的な処理を中断する
3227 * @param player_ptr プレイヤーへの参照ポインタ
3229 void stop_mouth(PlayerType *player_ptr)
3231 if (music_singing_any(player_ptr)) {
3232 stop_singing(player_ptr);
3235 if (SpellHex(player_ptr).is_spelling_any()) {
3236 (void)SpellHex(player_ptr).stop_all_spells();
3240 bool is_fast(PlayerType *player_ptr)
3242 return player_ptr->effects()->acceleration()->is_fast() || music_singing(player_ptr, MUSIC_SPEED) || music_singing(player_ptr, MUSIC_SHERO);
3245 bool is_invuln(PlayerType *player_ptr)
3247 return player_ptr->invuln || music_singing(player_ptr, MUSIC_INVULN);
3250 bool is_hero(PlayerType *player_ptr)
3252 return player_ptr->hero || music_singing(player_ptr, MUSIC_HERO) || music_singing(player_ptr, MUSIC_SHERO);
3255 bool is_shero(PlayerType *player_ptr)
3257 return player_ptr->shero || PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER);
3260 bool is_echizen(PlayerType *player_ptr)
3262 return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].is_specific_artifact(FixedArtifactId::CRIMSON));
3265 bool is_chargeman(PlayerType *player_ptr)
3267 return player_ptr->ppersonality == PERSONALITY_CHARGEMAN;
3270 WEIGHT calc_weapon_weight_limit(PlayerType *player_ptr)
3272 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3274 if (has_two_handed_weapons(player_ptr)) {
3281 WEIGHT calc_bow_weight_limit(PlayerType *player_ptr)
3283 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3288 static player_hand main_attack_hand(PlayerType *player_ptr)
3290 switch (player_melee_type(player_ptr)) {
3291 case MELEE_TYPE_BAREHAND_TWO:
3292 return PLAYER_HAND_MAIN;
3293 case MELEE_TYPE_BAREHAND_MAIN:
3294 return PLAYER_HAND_MAIN;
3295 case MELEE_TYPE_BAREHAND_SUB:
3296 return PLAYER_HAND_SUB;
3297 case MELEE_TYPE_WEAPON_MAIN:
3298 return PLAYER_HAND_MAIN;
3299 case MELEE_TYPE_WEAPON_SUB:
3300 return PLAYER_HAND_SUB;
3301 case MELEE_TYPE_WEAPON_TWOHAND:
3302 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND) ? PLAYER_HAND_MAIN : PLAYER_HAND_SUB;
3303 case MELEE_TYPE_WEAPON_DOUBLE:
3304 return PLAYER_HAND_MAIN;
3305 case MELEE_TYPE_SHIELD_DOUBLE:
3306 return PLAYER_HAND_MAIN;
3308 return PLAYER_HAND_MAIN;
3311 bool set_quick_and_tiny(PlayerType *player_ptr)
3313 auto is_quickly_tiny = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::QUICKTHORN);
3314 is_quickly_tiny &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TINYTHORN);
3315 return is_quickly_tiny;
3318 bool set_musasi(PlayerType *player_ptr)
3320 auto is_musasi = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::MUSASI_KATANA);
3321 is_musasi &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::MUSASI_WAKIZASI);
3325 bool set_icing_and_twinkle(PlayerType *player_ptr)
3327 auto can_call_ice_wind_saga = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ICINGDEATH);
3328 can_call_ice_wind_saga &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TWINKLE);
3329 return can_call_ice_wind_saga;
3332 bool set_anubis_and_chariot(PlayerType *player_ptr)
3334 auto is_anubis_chariot = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ANUBIS);
3335 is_anubis_chariot &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::SILVER_CHARIOT);
3336 return is_anubis_chariot;