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-info.h"
50 #include "object/object-mark-types.h"
51 #include "perception/object-perception.h"
52 #include "pet/pet-util.h"
53 #include "player-ability/player-charisma.h"
54 #include "player-ability/player-constitution.h"
55 #include "player-ability/player-dexterity.h"
56 #include "player-ability/player-intelligence.h"
57 #include "player-ability/player-strength.h"
58 #include "player-ability/player-wisdom.h"
59 #include "player-base/player-class.h"
60 #include "player-base/player-race.h"
61 #include "player-info/alignment.h"
62 #include "player-info/class-info.h"
63 #include "player-info/equipment-info.h"
64 #include "player-info/mimic-info-table.h"
65 #include "player-info/monk-data-type.h"
66 #include "player-info/samurai-data-type.h"
67 #include "player-info/sniper-data-type.h"
68 #include "player-status/player-basic-statistics.h"
69 #include "player-status/player-hand-types.h"
70 #include "player-status/player-infravision.h"
71 #include "player-status/player-speed.h"
72 #include "player-status/player-stealth.h"
73 #include "player/attack-defense-types.h"
74 #include "player/digestion-processor.h"
75 #include "player/patron.h"
76 #include "player/player-damage.h"
77 #include "player/player-move.h"
78 #include "player/player-personality-types.h"
79 #include "player/player-personality.h"
80 #include "player/player-skill.h"
81 #include "player/player-status-flags.h"
82 #include "player/player-status-table.h"
83 #include "player/player-view.h"
84 #include "player/race-info-table.h"
85 #include "player/special-defense-types.h"
86 #include "realm/realm-hex-numbers.h"
87 #include "realm/realm-names-table.h"
88 #include "realm/realm-song-numbers.h"
89 #include "specific-object/torch.h"
90 #include "spell-realm/spells-hex.h"
91 #include "spell-realm/spells-song.h"
92 #include "spell/range-calc.h"
93 #include "spell/spells-describer.h"
94 #include "spell/spells-execution.h"
95 #include "spell/spells-status.h"
96 #include "spell/technic-info-table.h"
97 #include "status/action-setter.h"
98 #include "status/base-status.h"
99 #include "sv-definition/sv-lite-types.h"
100 #include "sv-definition/sv-weapon-types.h"
101 #include "system/dungeon-info.h"
102 #include "system/floor-type-definition.h"
103 #include "system/grid-type-definition.h"
104 #include "system/item-entity.h"
105 #include "system/monster-entity.h"
106 #include "system/monster-race-info.h"
107 #include "system/player-type-definition.h"
108 #include "system/redrawing-flags-updater.h"
109 #include "system/terrain-type-definition.h"
110 #include "term/screen-processor.h"
111 #include "timed-effect/player-acceleration.h"
112 #include "timed-effect/player-stun.h"
113 #include "timed-effect/timed-effects.h"
114 #include "util/bit-flags-calculator.h"
115 #include "util/enum-converter.h"
116 #include "util/string-processor.h"
117 #include "view/display-messages.h"
118 #include "world/world.h"
120 static const int extra_magic_glove_reduce_mana = 1;
122 static bool is_martial_arts_mode(PlayerType *player_ptr);
124 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr);
125 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr);
126 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr);
127 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr);
128 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr);
129 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr);
130 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr);
131 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr);
132 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr);
133 static bool is_heavy_wield(PlayerType *player_ptr, int i);
134 static int16_t calc_num_blow(PlayerType *player_ptr, int i);
135 static int16_t calc_to_magic_chance(PlayerType *player_ptr);
136 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr);
137 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value);
138 static int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot);
139 static bool is_riding_two_hands(PlayerType *player_ptr);
140 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr);
141 static void put_equipment_warning(PlayerType *player_ptr);
143 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value);
144 static int16_t calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value);
146 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value);
148 static int16_t calc_to_damage_misc(PlayerType *player_ptr);
149 static int16_t calc_to_hit_misc(PlayerType *player_ptr);
151 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot);
152 static player_hand main_attack_hand(PlayerType *player_ptr);
154 /*** Player information ***/
157 * @brief 遅延描画更新 / Delayed visual update
158 * @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
159 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
160 * @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?
162 static void delayed_visual_update(PlayerType *player_ptr)
164 auto *floor_ptr = player_ptr->current_floor_ptr;
165 for (int i = 0; i < floor_ptr->redraw_n; i++) {
166 POSITION y = floor_ptr->redraw_y[i];
167 POSITION x = floor_ptr->redraw_x[i];
169 g_ptr = &floor_ptr->grid_array[y][x];
170 if (none_bits(g_ptr->info, CAVE_REDRAW)) {
174 if (any_bits(g_ptr->info, CAVE_NOTE)) {
175 note_spot(player_ptr, y, x);
178 lite_spot(player_ptr, y, x);
180 update_monster(player_ptr, g_ptr->m_idx, false);
183 reset_bits(g_ptr->info, (CAVE_NOTE | CAVE_REDRAW));
186 floor_ptr->redraw_n = 0;
190 * @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 /
191 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
192 * @return 重すぎるならばTRUE
194 static bool is_heavy_shoot(PlayerType *player_ptr, const ItemEntity *o_ptr)
196 return calc_bow_weight_limit(player_ptr) < (o_ptr->weight / 10);
201 * @param player_ptr プレイヤーへの参照ポインタ
204 WEIGHT calc_inventory_weight(PlayerType *player_ptr)
209 for (int i = 0; i < INVEN_TOTAL; i++) {
210 o_ptr = &player_ptr->inventory_list[i];
211 if (!o_ptr->is_valid()) {
214 weight += o_ptr->weight * o_ptr->number;
219 static void update_ability_scores(PlayerType *player_ptr)
221 PlayerStrength player_str(player_ptr);
222 PlayerIntelligence player_int(player_ptr);
223 PlayerWisdom player_wis(player_ptr);
224 PlayerDexterity player_dex(player_ptr);
225 PlayerConstitution player_con(player_ptr);
226 PlayerCharisma player_chr(player_ptr);
227 PlayerBasicStatistics *player_stats[] = { &player_str, &player_int, &player_wis, &player_dex, &player_con, &player_chr };
228 for (auto i = 0; i < A_MAX; ++i) {
229 player_ptr->stat_add[i] = player_stats[i]->modification_value();
230 player_stats[i]->update_value();
235 * @brief プレイヤーの全ステータスを更新する /
236 * Calculate the players current "state", taking into account
237 * not only race/class intrinsics, but also objects being worn
238 * and temporary spell effects.
241 * See also update_max_mana() and update_max_hitpoints().
243 * Take note of the new "speed code", in particular, a very strong
244 * player will start slowing down as soon as he reaches 150 pounds,
245 * but not until he reaches 450 pounds will he be half as fast as
246 * a normal kobold. This both hurts and helps the player, hurts
247 * because in the old days a player could just avoid 300 pounds,
248 * and helps because now carrying 300 pounds is not very painful.
250 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
251 * damage, since that would affect non-combat things. These values
252 * are actually added in later, at the appropriate place.
254 * This function induces various "status" messages.
256 * @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。
258 static void update_bonuses(PlayerType *player_ptr)
260 auto empty_hands_status = empty_hands(player_ptr, true);
263 /* Save the old vision stuff */
264 BIT_FLAGS old_telepathy = player_ptr->telepathy;
265 BIT_FLAGS old_esp_animal = player_ptr->esp_animal;
266 BIT_FLAGS old_esp_undead = player_ptr->esp_undead;
267 BIT_FLAGS old_esp_demon = player_ptr->esp_demon;
268 BIT_FLAGS old_esp_orc = player_ptr->esp_orc;
269 BIT_FLAGS old_esp_troll = player_ptr->esp_troll;
270 BIT_FLAGS old_esp_giant = player_ptr->esp_giant;
271 BIT_FLAGS old_esp_dragon = player_ptr->esp_dragon;
272 BIT_FLAGS old_esp_human = player_ptr->esp_human;
273 BIT_FLAGS old_esp_evil = player_ptr->esp_evil;
274 BIT_FLAGS old_esp_good = player_ptr->esp_good;
275 BIT_FLAGS old_esp_nonliving = player_ptr->esp_nonliving;
276 BIT_FLAGS old_esp_unique = player_ptr->esp_unique;
277 BIT_FLAGS old_see_inv = player_ptr->see_inv;
278 BIT_FLAGS old_mighty_throw = player_ptr->mighty_throw;
279 int16_t old_speed = player_ptr->pspeed;
281 ARMOUR_CLASS old_dis_ac = player_ptr->dis_ac;
282 ARMOUR_CLASS old_dis_to_a = player_ptr->dis_to_a;
284 player_ptr->xtra_might = has_xtra_might(player_ptr);
285 player_ptr->esp_evil = has_esp_evil(player_ptr);
286 player_ptr->esp_animal = has_esp_animal(player_ptr);
287 player_ptr->esp_undead = has_esp_undead(player_ptr);
288 player_ptr->esp_demon = has_esp_demon(player_ptr);
289 player_ptr->esp_orc = has_esp_orc(player_ptr);
290 player_ptr->esp_troll = has_esp_troll(player_ptr);
291 player_ptr->esp_giant = has_esp_giant(player_ptr);
292 player_ptr->esp_dragon = has_esp_dragon(player_ptr);
293 player_ptr->esp_human = has_esp_human(player_ptr);
294 player_ptr->esp_good = has_esp_good(player_ptr);
295 player_ptr->esp_nonliving = has_esp_nonliving(player_ptr);
296 player_ptr->esp_unique = has_esp_unique(player_ptr);
297 player_ptr->telepathy = has_esp_telepathy(player_ptr);
298 player_ptr->bless_blade = has_bless_blade(player_ptr);
299 player_ptr->easy_2weapon = has_easy2_weapon(player_ptr);
300 player_ptr->down_saving = has_down_saving(player_ptr);
301 player_ptr->yoiyami = has_no_ac(player_ptr);
302 player_ptr->mighty_throw = has_mighty_throw(player_ptr);
303 player_ptr->dec_mana = has_dec_mana(player_ptr);
304 player_ptr->see_nocto = has_see_nocto(player_ptr);
305 player_ptr->warning = has_warning(player_ptr);
306 player_ptr->anti_magic = has_anti_magic(player_ptr);
307 player_ptr->anti_tele = has_anti_tele(player_ptr);
308 player_ptr->easy_spell = has_easy_spell(player_ptr);
309 player_ptr->heavy_spell = has_heavy_spell(player_ptr);
310 player_ptr->hold_exp = has_hold_exp(player_ptr);
311 player_ptr->see_inv = has_see_inv(player_ptr);
312 player_ptr->free_act = has_free_act(player_ptr);
313 player_ptr->levitation = has_levitation(player_ptr);
314 player_ptr->can_swim = has_can_swim(player_ptr);
315 player_ptr->slow_digest = has_slow_digest(player_ptr);
316 player_ptr->regenerate = has_regenerate(player_ptr);
317 update_curses(player_ptr);
318 player_ptr->impact = has_impact(player_ptr);
319 player_ptr->earthquake = has_earthquake(player_ptr);
320 update_extra_blows(player_ptr);
322 player_ptr->lite = has_lite(player_ptr);
324 if (!PlayerClass(player_ptr).monk_stance_is(MonkStanceType::NONE)) {
325 if (none_bits(empty_hands_status, EMPTY_HAND_MAIN)) {
326 set_action(player_ptr, ACTION_NONE);
330 update_ability_scores(player_ptr);
331 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
332 if (o_ptr->is_valid()) {
333 player_ptr->tval_ammo = o_ptr->get_arrow_kind();
334 player_ptr->num_fire = calc_num_fire(player_ptr, o_ptr);
337 for (int i = 0; i < 2; i++) {
338 player_ptr->is_icky_wield[i] = is_wielding_icky_weapon(player_ptr, i);
339 player_ptr->is_icky_riding_wield[i] = is_wielding_icky_riding_weapon(player_ptr, i);
340 player_ptr->heavy_wield[i] = is_heavy_wield(player_ptr, i);
341 player_ptr->num_blow[i] = calc_num_blow(player_ptr, i);
342 player_ptr->to_dd[i] = calc_to_weapon_dice_num(player_ptr, INVEN_MAIN_HAND + i);
343 player_ptr->to_ds[i] = 0;
346 player_ptr->pspeed = PlayerSpeed(player_ptr).get_value();
347 player_ptr->see_infra = PlayerInfravision(player_ptr).get_value();
348 player_ptr->skill_stl = PlayerStealth(player_ptr).get_value();
349 player_ptr->skill_dis = calc_disarming(player_ptr);
350 player_ptr->skill_dev = calc_device_ability(player_ptr);
351 player_ptr->skill_sav = calc_saving_throw(player_ptr);
352 player_ptr->skill_srh = calc_search(player_ptr);
353 player_ptr->skill_fos = calc_search_freq(player_ptr);
354 player_ptr->skill_thn = calc_to_hit_melee(player_ptr);
355 player_ptr->skill_thb = calc_to_hit_shoot(player_ptr);
356 player_ptr->skill_tht = calc_to_hit_throw(player_ptr);
357 player_ptr->riding_ryoute = is_riding_two_hands(player_ptr);
358 player_ptr->to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, true);
359 player_ptr->to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, true);
360 player_ptr->dis_to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, false);
361 player_ptr->dis_to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, false);
362 player_ptr->to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, true);
363 player_ptr->to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, true);
364 player_ptr->dis_to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, false);
365 player_ptr->dis_to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, false);
366 player_ptr->to_h_b = calc_to_hit_bow(player_ptr, true);
367 player_ptr->dis_to_h_b = calc_to_hit_bow(player_ptr, false);
368 player_ptr->to_d_m = calc_to_damage_misc(player_ptr);
369 player_ptr->to_h_m = calc_to_hit_misc(player_ptr);
370 player_ptr->skill_dig = calc_skill_dig(player_ptr);
371 player_ptr->to_m_chance = calc_to_magic_chance(player_ptr);
372 player_ptr->ac = calc_base_ac(player_ptr);
373 player_ptr->to_a = calc_to_ac(player_ptr, true);
374 player_ptr->dis_ac = calc_base_ac(player_ptr);
375 player_ptr->dis_to_a = calc_to_ac(player_ptr, false);
377 auto &rfu = RedrawingFlagsUpdater::get_instance();
378 if (old_mighty_throw != player_ptr->mighty_throw) {
379 rfu.set_flag(SubWindowRedrawingFlag::INVENTORY);
382 if (player_ptr->telepathy != old_telepathy) {
383 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
386 auto is_esp_updated = player_ptr->esp_animal != old_esp_animal;
387 is_esp_updated |= player_ptr->esp_undead != old_esp_undead;
388 is_esp_updated |= player_ptr->esp_demon != old_esp_demon;
389 is_esp_updated |= player_ptr->esp_orc != old_esp_orc;
390 is_esp_updated |= player_ptr->esp_troll != old_esp_troll;
391 is_esp_updated |= player_ptr->esp_giant != old_esp_giant;
392 is_esp_updated |= player_ptr->esp_dragon != old_esp_dragon;
393 is_esp_updated |= player_ptr->esp_human != old_esp_human;
394 is_esp_updated |= player_ptr->esp_evil != old_esp_evil;
395 is_esp_updated |= player_ptr->esp_good != old_esp_good;
396 is_esp_updated |= player_ptr->esp_nonliving != old_esp_nonliving;
397 is_esp_updated |= player_ptr->esp_unique != old_esp_unique;
398 if (is_esp_updated) {
399 rfu.set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
402 if (player_ptr->see_inv != old_see_inv) {
403 rfu.set_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
406 if (player_ptr->pspeed != old_speed) {
407 rfu.set_flag(MainWindowRedrawingFlag::SPEED);
410 if ((player_ptr->dis_ac != old_dis_ac) || (player_ptr->dis_to_a != old_dis_to_a)) {
411 rfu.set_flag(MainWindowRedrawingFlag::AC);
412 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
415 if (w_ptr->character_xtra) {
419 put_equipment_warning(player_ptr);
420 check_no_flowed(player_ptr);
424 * @brief プレイヤーの最大HPを更新する /
425 * Update the players maximal hit points
426 * Adjust current hitpoints if necessary
429 static void update_max_hitpoints(PlayerType *player_ptr)
431 int bonus = ((int)(adj_con_mhp[player_ptr->stat_index[A_CON]]) - 128) * player_ptr->lev / 4;
432 int mhp = player_ptr->player_hp[player_ptr->lev - 1];
435 PlayerClass pc(player_ptr);
436 auto is_sorcerer = pc.equals(PlayerClassType::SORCERER);
437 if (player_ptr->mimic_form != MimicKindType::NONE) {
438 auto r_mhp = mimic_info.at(player_ptr->mimic_form).r_mhp;
440 tmp_hitdie = r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
442 tmp_hitdie = r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
445 mhp = mhp * tmp_hitdie / player_ptr->hitdie;
449 if (player_ptr->lev < 30) {
450 mhp = (mhp * (45 + player_ptr->lev) / 100);
452 mhp = (mhp * 75 / 100);
454 bonus = (bonus * 65 / 100);
459 if (pc.equals(PlayerClassType::BERSERKER)) {
460 mhp = mhp * (110 + (((player_ptr->lev + 40) * (player_ptr->lev + 40) - 1550) / 110)) / 100;
463 if (mhp < player_ptr->lev + 1) {
464 mhp = player_ptr->lev + 1;
466 if (is_hero(player_ptr)) {
469 if (is_shero(player_ptr)) {
472 if (player_ptr->tsuyoshi) {
475 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT)) {
478 if (SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
481 if (player_ptr->mhp == mhp) {
485 if (player_ptr->chp >= mhp) {
486 player_ptr->chp = mhp;
487 player_ptr->chp_frac = 0;
491 if (player_ptr->level_up_message && (mhp > player_ptr->mhp)) {
492 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - player_ptr->mhp));
495 player_ptr->mhp = mhp;
497 auto &rfu = RedrawingFlagsUpdater::get_instance();
498 rfu.set_flag(MainWindowRedrawingFlag::HP);
499 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
503 * @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。 /
504 * Calculate number of spells player should have, and forget,
505 * or remember, spells until that number is properly reflected.
507 * Note that this function induces various "status" messages,
508 * which must be bypasses until the character is created.
510 static void update_num_of_spells(PlayerType *player_ptr)
512 if ((mp_ptr->spell_book == ItemKindType::NONE) || !w_ptr->character_generated || w_ptr->character_xtra) {
516 PlayerClass pc(player_ptr);
517 if (pc.is_every_magic()) {
518 player_ptr->new_spells = 0;
522 const auto spell_category = spell_category_name(mp_ptr->spell_book);
523 int levels = player_ptr->lev - mp_ptr->spell_first + 1;
528 int num_allowed = (adj_mag_study[player_ptr->stat_index[mp_ptr->spell_stat]] * levels / 2);
530 if (!pc.equals(PlayerClassType::SAMURAI) && (mp_ptr->spell_book != ItemKindType::LIFE_BOOK)) {
534 if (pc.equals(PlayerClassType::SAMURAI)) {
536 } else if (player_ptr->realm2 == REALM_NONE) {
537 num_allowed = (num_allowed + 1) / 2;
538 if (num_allowed > (32 + bonus)) {
539 num_allowed = 32 + bonus;
541 } else if (pc.equals(PlayerClassType::MAGE) || pc.equals(PlayerClassType::PRIEST)) {
542 if (num_allowed > (96 + bonus)) {
543 num_allowed = 96 + bonus;
546 if (num_allowed > (80 + bonus)) {
547 num_allowed = 80 + bonus;
551 int num_boukyaku = 0;
552 for (int j = 0; j < 64; j++) {
553 if ((j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)))) {
558 player_ptr->new_spells = num_allowed + player_ptr->add_spells + num_boukyaku - player_ptr->learned_spells;
559 for (int i = 63; i >= 0; i--) {
560 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2) {
564 int j = player_ptr->spell_order[i];
569 const magic_type *s_ptr;
570 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
572 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
574 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
577 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
579 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
582 if (s_ptr->slevel <= player_ptr->lev) {
586 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
587 if (!is_spell_learned) {
593 set_bits(player_ptr->spell_forgotten1, (1UL << j));
594 which = player_ptr->realm1;
596 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
597 which = player_ptr->realm2;
601 reset_bits(player_ptr->spell_learned1, (1UL << j));
602 which = player_ptr->realm1;
604 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
605 which = player_ptr->realm2;
608 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
610 msg_format("%sの%sを忘れてしまった。", spell_name->data(), spell_category.data());
612 msg_format("You have forgotten the %s of %s.", spell_category.data(), spell_name->data());
614 player_ptr->new_spells++;
617 /* Forget spells if we know too many spells */
618 for (int i = 63; i >= 0; i--) {
619 if (player_ptr->new_spells >= 0) {
622 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2) {
626 int j = player_ptr->spell_order[i];
631 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
632 if (!is_spell_learned) {
638 set_bits(player_ptr->spell_forgotten1, (1UL << j));
639 which = player_ptr->realm1;
641 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
642 which = player_ptr->realm2;
646 reset_bits(player_ptr->spell_learned1, (1UL << j));
647 which = player_ptr->realm1;
649 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
650 which = player_ptr->realm2;
653 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
655 msg_format("%sの%sを忘れてしまった。", spell_name->data(), spell_category.data());
657 msg_format("You have forgotten the %s of %s.", spell_category.data(), spell_name->data());
659 player_ptr->new_spells++;
662 /* Check for spells to remember */
663 for (int i = 0; i < 64; i++) {
664 if (player_ptr->new_spells <= 0) {
667 if (!player_ptr->spell_forgotten1 && !player_ptr->spell_forgotten2) {
670 int j = player_ptr->spell_order[i];
675 const magic_type *s_ptr;
676 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
678 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
680 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
683 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
685 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
688 if (s_ptr->slevel > player_ptr->lev) {
692 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
693 if (!is_spell_learned) {
699 reset_bits(player_ptr->spell_forgotten1, (1UL << j));
700 which = player_ptr->realm1;
702 reset_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
703 which = player_ptr->realm2;
707 set_bits(player_ptr->spell_learned1, (1UL << j));
708 which = player_ptr->realm1;
710 set_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
711 which = player_ptr->realm2;
714 const auto spell_name = exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME);
716 msg_format("%sの%sを思い出した。", spell_name->data(), spell_category.data());
718 msg_format("You have remembered the %s of %s.", spell_category.data(), spell_name->data());
720 player_ptr->new_spells--;
723 if (player_ptr->realm2 == REALM_NONE) {
725 for (int j = 0; j < 32; j++) {
726 const magic_type *s_ptr;
727 if (!is_magic(player_ptr->realm1)) {
728 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
730 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
733 if (s_ptr->slevel > player_ptr->lev) {
737 if (any_bits(player_ptr->spell_learned1, (1UL << j))) {
747 if ((player_ptr->new_spells > k) && ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) || (mp_ptr->spell_book == ItemKindType::HISSATSU_BOOK))) {
748 player_ptr->new_spells = (int16_t)k;
752 if (player_ptr->new_spells < 0) {
753 player_ptr->new_spells = 0;
756 if (player_ptr->old_spells == player_ptr->new_spells) {
760 if (player_ptr->new_spells) {
762 if (player_ptr->new_spells < 10) {
763 msg_format("あと %d つの%sを学べる。", player_ptr->new_spells, spell_category.data());
765 msg_format("あと %d 個の%sを学べる。", player_ptr->new_spells, spell_category.data());
768 msg_format("You can learn %d more %s%s.", player_ptr->new_spells, spell_category.data(), (player_ptr->new_spells != 1) ? "s" : "");
772 player_ptr->old_spells = player_ptr->new_spells;
773 auto &rfu = RedrawingFlagsUpdater::get_instance();
774 rfu.set_flag(MainWindowRedrawingFlag::STUDY);
775 rfu.set_flag(SubWindowRedrawingFlag::ITEM_KNOWLEDGE);
779 * @brief プレイヤーの最大MPを更新する /
780 * Update maximum mana. You do not need to know any spells.
781 * Note that mana is lowered by heavy (or inappropriate) armor.
783 * This function induces status messages.
785 static void update_max_mana(PlayerType *player_ptr)
787 if ((mp_ptr->spell_book == ItemKindType::NONE) && mp_ptr->spell_first == SPELL_FIRST_NO_SPELL) {
792 PlayerClass pc(player_ptr);
793 auto use_direct_level = pc.equals(PlayerClassType::MINDCRAFTER);
794 use_direct_level |= pc.equals(PlayerClassType::MIRROR_MASTER);
795 use_direct_level |= pc.equals(PlayerClassType::BLUE_MAGE);
796 use_direct_level |= pc.equals(PlayerClassType::ELEMENTALIST);
797 if (use_direct_level) {
798 levels = player_ptr->lev;
800 if (mp_ptr->spell_first > player_ptr->lev) {
802 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::MP);
806 levels = (player_ptr->lev - mp_ptr->spell_first) + 1;
810 if (pc.equals(PlayerClassType::SAMURAI)) {
811 msp = (adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] + 10) * 2;
813 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
816 msp = adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] * (levels + 3) / 4;
821 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
823 if (msp && (player_ptr->ppersonality == PERSONALITY_MUNCHKIN)) {
826 if (msp && pc.equals(PlayerClassType::HIGH_MAGE)) {
829 if (msp && pc.equals(PlayerClassType::SORCERER)) {
830 msp += msp * (25 + player_ptr->lev) / 100;
834 if (any_bits(mp_ptr->spell_xtra, extra_magic_glove_reduce_mana)) {
835 player_ptr->cumber_glove = false;
836 const auto *o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
837 const auto flags = o_ptr->get_flags();
838 auto should_mp_decrease = o_ptr->is_valid();
839 should_mp_decrease &= flags.has_not(TR_FREE_ACT);
840 should_mp_decrease &= flags.has_not(TR_DEC_MANA);
841 should_mp_decrease &= flags.has_not(TR_EASY_SPELL);
842 should_mp_decrease &= flags.has_not(TR_MAGIC_MASTERY) || (o_ptr->pval <= 0);
843 should_mp_decrease &= flags.has_not(TR_DEX) || (o_ptr->pval <= 0);
844 if (should_mp_decrease) {
845 player_ptr->cumber_glove = true;
850 player_ptr->cumber_armor = false;
853 const auto &item_main_hand = player_ptr->inventory_list[INVEN_MAIN_HAND];
854 const auto tval_main = item_main_hand.bi_key.tval();
855 if (tval_main > ItemKindType::SWORD) {
856 cur_wgt += item_main_hand.weight;
859 const auto &item_sub_hand = player_ptr->inventory_list[INVEN_SUB_HAND];
860 const auto tval_sub = item_sub_hand.bi_key.tval();
861 if (item_sub_hand.bi_key.tval() > ItemKindType::SWORD) {
862 cur_wgt += item_sub_hand.weight;
865 cur_wgt += player_ptr->inventory_list[INVEN_BODY].weight;
866 cur_wgt += player_ptr->inventory_list[INVEN_HEAD].weight;
867 cur_wgt += player_ptr->inventory_list[INVEN_OUTER].weight;
868 cur_wgt += player_ptr->inventory_list[INVEN_ARMS].weight;
869 cur_wgt += player_ptr->inventory_list[INVEN_FEET].weight;
871 switch (player_ptr->pclass) {
872 case PlayerClassType::MAGE:
873 case PlayerClassType::HIGH_MAGE:
874 case PlayerClassType::BLUE_MAGE:
875 case PlayerClassType::MONK:
876 case PlayerClassType::FORCETRAINER:
877 case PlayerClassType::SORCERER:
878 case PlayerClassType::ELEMENTALIST:
879 if (tval_main <= ItemKindType::SWORD) {
880 cur_wgt += item_main_hand.weight;
883 if (tval_sub <= ItemKindType::SWORD) {
884 cur_wgt += item_sub_hand.weight;
888 case PlayerClassType::PRIEST:
889 case PlayerClassType::BARD:
890 case PlayerClassType::TOURIST:
891 if (tval_main <= ItemKindType::SWORD) {
892 cur_wgt += item_main_hand.weight * 2 / 3;
895 if (tval_sub <= ItemKindType::SWORD) {
896 cur_wgt += item_sub_hand.weight * 2 / 3;
900 case PlayerClassType::MINDCRAFTER:
901 case PlayerClassType::BEASTMASTER:
902 case PlayerClassType::MIRROR_MASTER:
903 if (tval_main <= ItemKindType::SWORD) {
904 cur_wgt += item_main_hand.weight / 2;
907 if (tval_sub <= ItemKindType::SWORD) {
908 cur_wgt += item_sub_hand.weight / 2;
912 case PlayerClassType::ROGUE:
913 case PlayerClassType::RANGER:
914 case PlayerClassType::RED_MAGE:
915 case PlayerClassType::WARRIOR_MAGE:
916 if (tval_main <= ItemKindType::SWORD) {
917 cur_wgt += item_main_hand.weight / 3;
920 if (tval_sub <= ItemKindType::SWORD) {
921 cur_wgt += item_sub_hand.weight / 3;
925 case PlayerClassType::PALADIN:
926 case PlayerClassType::CHAOS_WARRIOR:
927 if (tval_main <= ItemKindType::SWORD) {
928 cur_wgt += item_main_hand.weight / 5;
931 if (tval_sub <= ItemKindType::SWORD) {
932 cur_wgt += item_sub_hand.weight / 5;
940 int max_wgt = mp_ptr->spell_weight;
941 if ((cur_wgt - max_wgt) > 0) {
942 player_ptr->cumber_armor = true;
943 switch (player_ptr->pclass) {
944 case PlayerClassType::MAGE:
945 case PlayerClassType::HIGH_MAGE:
946 case PlayerClassType::BLUE_MAGE:
947 case PlayerClassType::ELEMENTALIST: {
948 msp -= msp * (cur_wgt - max_wgt) / 600;
951 case PlayerClassType::PRIEST:
952 case PlayerClassType::MINDCRAFTER:
953 case PlayerClassType::BEASTMASTER:
954 case PlayerClassType::BARD:
955 case PlayerClassType::FORCETRAINER:
956 case PlayerClassType::TOURIST:
957 case PlayerClassType::MIRROR_MASTER: {
958 msp -= msp * (cur_wgt - max_wgt) / 800;
961 case PlayerClassType::SORCERER: {
962 msp -= msp * (cur_wgt - max_wgt) / 900;
965 case PlayerClassType::ROGUE:
966 case PlayerClassType::RANGER:
967 case PlayerClassType::MONK:
968 case PlayerClassType::RED_MAGE: {
969 msp -= msp * (cur_wgt - max_wgt) / 1000;
972 case PlayerClassType::PALADIN:
973 case PlayerClassType::CHAOS_WARRIOR:
974 case PlayerClassType::WARRIOR_MAGE: {
975 msp -= msp * (cur_wgt - max_wgt) / 1200;
978 case PlayerClassType::SAMURAI: {
979 player_ptr->cumber_armor = false;
983 msp -= msp * (cur_wgt - max_wgt) / 800;
993 if (player_ptr->msp != msp) {
994 if ((player_ptr->csp >= msp) && !pc.equals(PlayerClassType::SAMURAI)) {
995 player_ptr->csp = msp;
996 player_ptr->csp_frac = 0;
1000 if (player_ptr->level_up_message && (msp > player_ptr->msp)) {
1001 msg_format("最大マジック・ポイントが %d 増加した!", (msp - player_ptr->msp));
1004 player_ptr->msp = msp;
1005 auto &rfu = RedrawingFlagsUpdater::get_instance();
1006 rfu.set_flag(MainWindowRedrawingFlag::MP);
1007 static constexpr auto flags = {
1008 SubWindowRedrawingFlag::PLAYER,
1009 SubWindowRedrawingFlag::SPELL,
1011 rfu.set_flags(flags);
1014 if (w_ptr->character_xtra) {
1018 if (player_ptr->old_cumber_glove != player_ptr->cumber_glove) {
1019 if (player_ptr->cumber_glove) {
1020 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."));
1022 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."));
1025 player_ptr->old_cumber_glove = player_ptr->cumber_glove;
1028 if (player_ptr->old_cumber_armor == player_ptr->cumber_armor) {
1032 if (player_ptr->cumber_armor) {
1033 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."));
1035 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."));
1038 player_ptr->old_cumber_armor = player_ptr->cumber_armor;
1042 * @brief 装備中の射撃武器の威力倍率を返す /
1043 * calcurate the fire rate of target object
1044 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1045 * @return 射撃倍率の値(100で1.00倍)
1047 short calc_num_fire(PlayerType *player_ptr, const ItemEntity *o_ptr)
1049 int extra_shots = 0;
1051 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1053 q_ptr = &player_ptr->inventory_list[i];
1054 if (!q_ptr->is_valid()) {
1058 if (i == INVEN_BOW) {
1062 if (q_ptr->get_flags().has(TR_XTRA_SHOTS)) {
1067 if (o_ptr->get_flags().has(TR_XTRA_SHOTS)) {
1072 if (!o_ptr->is_valid()) {
1073 return (int16_t)num;
1077 num += (extra_shots * 100);
1079 if (is_heavy_shoot(player_ptr, o_ptr)) {
1080 return (int16_t)num;
1083 const auto tval_ammo = o_ptr->get_arrow_kind();
1084 PlayerClass pc(player_ptr);
1085 if (pc.equals(PlayerClassType::RANGER) && (tval_ammo == ItemKindType::ARROW)) {
1086 num += (player_ptr->lev * 4);
1089 if (pc.equals(PlayerClassType::CAVALRY) && (tval_ammo == ItemKindType::ARROW)) {
1090 num += (player_ptr->lev * 3);
1093 if (pc.equals(PlayerClassType::ARCHER)) {
1094 if (tval_ammo == ItemKindType::ARROW) {
1095 num += ((player_ptr->lev * 5) + 50);
1096 } else if ((tval_ammo == ItemKindType::BOLT) || (tval_ammo == ItemKindType::SHOT)) {
1097 num += (player_ptr->lev * 4);
1101 if (pc.equals(PlayerClassType::WARRIOR) && (tval_ammo <= ItemKindType::BOLT) && (tval_ammo >= ItemKindType::SHOT)) {
1102 num += (player_ptr->lev * 2);
1105 if (pc.equals(PlayerClassType::ROGUE) && (tval_ammo == ItemKindType::SHOT)) {
1106 num += (player_ptr->lev * 4);
1109 return (int16_t)num;
1114 * @param player_ptr プレイヤーへの参照ポインタ
1118 * * 職業と性格とレベルによる追加加算
1119 * * 器用さに応じたadj_dex_disテーブルによる加算
1120 * * 知力に応じたadj_int_disテーブルによる加算
1122 static ACTION_SKILL_POWER calc_disarming(PlayerType *player_ptr)
1124 ACTION_SKILL_POWER pow;
1125 const player_race_info *tmp_rp_ptr;
1127 if (player_ptr->mimic_form != MimicKindType::NONE) {
1128 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1130 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1133 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1134 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1136 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1137 pow += ((cp_ptr->x_dis * player_ptr->lev / 10) + (ap_ptr->a_dis * player_ptr->lev / 50));
1138 pow += adj_dex_dis[player_ptr->stat_index[A_DEX]];
1139 pow += adj_int_dis[player_ptr->stat_index[A_INT]];
1145 * @param player_ptr プレイヤーへの参照ポインタ
1149 * * 職業と性格とレベルによる追加加算
1150 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1151 * * 知力に応じたadj_int_devテーブルによる加算
1154 static ACTION_SKILL_POWER calc_device_ability(PlayerType *player_ptr)
1156 ACTION_SKILL_POWER pow;
1157 const player_race_info *tmp_rp_ptr;
1159 if (player_ptr->mimic_form != MimicKindType::NONE) {
1160 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1162 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1165 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1166 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1168 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1169 pow += ((c_ptr->x_dev * player_ptr->lev / 10) + (ap_ptr->a_dev * player_ptr->lev / 50));
1171 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1173 o_ptr = &player_ptr->inventory_list[i];
1174 if (!o_ptr->is_valid()) {
1178 if (o_ptr->get_flags().has(TR_MAGIC_MASTERY)) {
1179 pow += 8 * o_ptr->pval;
1183 pow += adj_int_dev[player_ptr->stat_index[A_INT]];
1185 if (is_shero(player_ptr)) {
1193 * @param player_ptr プレイヤーへの参照ポインタ
1197 * * 職業と性格とレベルによる追加加算
1198 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1199 * * 呪力耐性の装備による加算(30)
1200 * * 祝福された装備による加算(5 + レベル / 10)
1201 * * 賢さによるadj_wis_savテーブル加算
1202 * * 呪力弱点の装備による減算(-10)
1203 * * 呪力弱点の装備が強力に呪われているときさらに減算(-20)
1205 * * 反魔法持ちで大なり上書き(90+レベル未満ならその値に上書き)
1206 * * クターのつぶれ状態なら(10に上書き)
1207 * * 生命の「究極の耐性」や regist_magic,magicdef持ちなら大なり上書き(95+レベル未満ならその値に上書き)
1208 * * 呪いのdown_savingがかかっているなら半減
1210 static ACTION_SKILL_POWER calc_saving_throw(PlayerType *player_ptr)
1212 ACTION_SKILL_POWER pow;
1213 const player_race_info *tmp_rp_ptr;
1215 if (player_ptr->mimic_form != MimicKindType::NONE) {
1216 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1218 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1221 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1222 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1224 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1225 pow += ((cp_ptr->x_sav * player_ptr->lev / 10) + (ap_ptr->a_sav * player_ptr->lev / 50));
1227 if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES)) {
1228 pow += (15 + (player_ptr->lev / 5));
1231 if (has_resist_curse(player_ptr)) {
1235 if (player_ptr->bless_blade) {
1236 pow += 6 + (player_ptr->lev - 1) / 10;
1239 pow += adj_wis_sav[player_ptr->stat_index[A_WIS]];
1241 if (has_vuln_curse(player_ptr)) {
1245 if (has_heavy_vuln_curse(player_ptr)) {
1249 if (is_shero(player_ptr)) {
1253 if (player_ptr->anti_magic && (pow < (90 + player_ptr->lev))) {
1254 pow = 90 + player_ptr->lev;
1257 if (player_ptr->tsubureru) {
1261 if ((player_ptr->ult_res || player_ptr->resist_magic || player_ptr->magicdef) && (pow < (95 + player_ptr->lev))) {
1262 pow = 95 + player_ptr->lev;
1265 if (player_ptr->down_saving) {
1274 * @param player_ptr プレイヤーへの参照ポインタ
1279 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1281 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1283 static ACTION_SKILL_POWER calc_search(PlayerType *player_ptr)
1285 ACTION_SKILL_POWER pow;
1286 const player_race_info *tmp_rp_ptr;
1288 if (player_ptr->mimic_form != MimicKindType::NONE) {
1289 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1291 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1294 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1295 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1297 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1298 pow += (c_ptr->x_srh * player_ptr->lev / 10);
1300 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1302 o_ptr = &player_ptr->inventory_list[i];
1303 if (!o_ptr->is_valid()) {
1307 if (o_ptr->get_flags().has(TR_SEARCH)) {
1308 pow += (o_ptr->pval * 5);
1312 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1316 if (is_shero(player_ptr)) {
1325 * @param player_ptr プレイヤーへの参照ポインタ
1330 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1332 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1334 static ACTION_SKILL_POWER calc_search_freq(PlayerType *player_ptr)
1336 ACTION_SKILL_POWER pow;
1337 const player_race_info *tmp_rp_ptr;
1339 if (player_ptr->mimic_form != MimicKindType::NONE) {
1340 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1342 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1345 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1346 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1348 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1349 pow += (c_ptr->x_fos * player_ptr->lev / 10);
1351 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1353 o_ptr = &player_ptr->inventory_list[i];
1354 if (!o_ptr->is_valid()) {
1358 if (o_ptr->get_flags().has(TR_SEARCH)) {
1359 pow += (o_ptr->pval * 5);
1363 if (is_shero(player_ptr)) {
1367 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1376 * @param player_ptr プレイヤーへの参照ポインタ
1379 * * 種族/職業/性格による加算とレベルによる追加加算
1381 static ACTION_SKILL_POWER calc_to_hit_melee(PlayerType *player_ptr)
1383 ACTION_SKILL_POWER pow;
1384 const player_race_info *tmp_rp_ptr;
1385 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1386 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1388 if (player_ptr->mimic_form != MimicKindType::NONE) {
1389 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1391 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1394 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1395 pow += ((c_ptr->x_thn * player_ptr->lev / 10) + (a_ptr->a_thn * player_ptr->lev / 50));
1401 * @param player_ptr プレイヤーへの参照ポインタ
1404 * * 種族/職業/性格による加算とレベルによる追加加算
1406 static ACTION_SKILL_POWER calc_to_hit_shoot(PlayerType *player_ptr)
1408 ACTION_SKILL_POWER pow;
1409 const player_race_info *tmp_rp_ptr;
1410 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1411 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1413 if (player_ptr->mimic_form != MimicKindType::NONE) {
1414 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1416 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1419 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1420 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1426 * @param player_ptr プレイヤーへの参照ポインタ
1429 * * 種族/職業/性格による加算とレベルによる追加加算
1432 static ACTION_SKILL_POWER calc_to_hit_throw(PlayerType *player_ptr)
1434 ACTION_SKILL_POWER pow;
1435 const player_race_info *tmp_rp_ptr;
1436 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1437 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1439 if (player_ptr->mimic_form != MimicKindType::NONE) {
1440 tmp_rp_ptr = &mimic_info.at(player_ptr->mimic_form);
1442 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1445 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1446 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1448 if (is_shero(player_ptr)) {
1457 * @param player_ptr プレイヤーへの参照ポインタ
1468 static ACTION_SKILL_POWER calc_skill_dig(PlayerType *player_ptr)
1472 ACTION_SKILL_POWER pow;
1476 if (PlayerRace(player_ptr).equals(PlayerRaceType::ENT) && !player_ptr->inventory_list[INVEN_MAIN_HAND].is_valid()) {
1477 pow += player_ptr->lev * 10;
1480 if (is_shero(player_ptr)) {
1484 pow += adj_str_dig[player_ptr->stat_index[A_STR]];
1486 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
1487 pow += (100 + player_ptr->lev * 8);
1490 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1491 o_ptr = &player_ptr->inventory_list[i];
1492 if (!o_ptr->is_valid()) {
1496 if (o_ptr->get_flags().has(TR_TUNNEL)) {
1497 pow += (o_ptr->pval * 20);
1501 for (int i = 0; i < 2; i++) {
1502 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1503 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && !player_ptr->heavy_wield[i]) {
1504 pow += (o_ptr->weight / 10);
1508 if (is_shero(player_ptr)) {
1519 static bool is_martial_arts_mode(PlayerType *player_ptr)
1521 PlayerClass pc(player_ptr);
1522 auto has_martial_arts = pc.equals(PlayerClassType::MONK);
1523 has_martial_arts |= pc.equals(PlayerClassType::FORCETRAINER);
1524 has_martial_arts |= pc.equals(PlayerClassType::BERSERKER);
1525 return has_martial_arts && any_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr);
1528 static bool is_heavy_wield(PlayerType *player_ptr, int i)
1530 const auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1532 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10);
1535 static int16_t calc_num_blow(PlayerType *player_ptr, int i)
1537 int16_t num_blow = 1;
1539 const auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1540 PlayerClass pc(player_ptr);
1541 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1542 if (o_ptr->is_valid() && !player_ptr->heavy_wield[i]) {
1543 int str_index, dex_index;
1544 int num = 0, wgt = 0, mul = 0, div = 0;
1546 auto &info = class_info[enum2i(player_ptr->pclass)];
1551 if (pc.equals(PlayerClassType::CAVALRY) && player_ptr->riding && o_ptr->get_flags().has(TR_RIDING)) {
1557 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT) || SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
1563 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1564 str_index = (adj_str_blow[player_ptr->stat_index[A_STR]] * mul / div);
1566 if (has_two_handed_weapons(player_ptr) && !has_disable_two_handed_bonus(player_ptr, 0)) {
1567 str_index += pc.equals(PlayerClassType::WARRIOR) || pc.equals(PlayerClassType::BERSERKER) ? (player_ptr->lev / 23 + 1) : 1;
1569 if (pc.equals(PlayerClassType::NINJA)) {
1570 str_index = std::max(0, str_index - 1);
1572 if (str_index > 11) {
1576 dex_index = (adj_dex_blow[player_ptr->stat_index[A_DEX]]);
1577 if (dex_index > 11) {
1581 num_blow = blows_table[str_index][dex_index];
1582 if (num_blow > num) {
1583 num_blow = (int16_t)num;
1586 num_blow += (int16_t)player_ptr->extra_blows[i];
1587 if (pc.equals(PlayerClassType::WARRIOR)) {
1588 num_blow += (player_ptr->lev / 40);
1589 } else if (pc.equals(PlayerClassType::BERSERKER)) {
1590 num_blow += (player_ptr->lev / 23);
1591 } else if (pc.equals(PlayerClassType::ROGUE) && (o_ptr->weight < 50) && (player_ptr->stat_index[A_DEX] >= 30)) {
1595 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::FUUJIN)) {
1599 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SWORD, SV_POISON_NEEDLE)) {
1603 if (has_not_ninja_weapon(player_ptr, i)) {
1616 /* Different calculation for monks with empty hands */
1617 if (is_martial_arts_mode(player_ptr)) {
1618 int blow_base = player_ptr->lev + adj_dex_blow[player_ptr->stat_index[A_DEX]];
1621 if (pc.equals(PlayerClassType::FORCETRAINER)) {
1622 if (blow_base > 18) {
1625 if (blow_base > 31) {
1628 if (blow_base > 44) {
1631 if (blow_base > 58) {
1635 if (blow_base > 12) {
1638 if (blow_base > 22) {
1641 if (blow_base > 31) {
1644 if (blow_base > 39) {
1647 if (blow_base > 46) {
1650 if (blow_base > 53) {
1653 if (blow_base > 59) {
1658 if (heavy_armor(player_ptr) && !pc.equals(PlayerClassType::BERSERKER)) {
1662 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1664 if (pc.equals(PlayerClassType::MONK) && (player_ptr->lev > 42)) {
1670 } else if (pc.monk_stance_is(MonkStanceType::SUZAKU)) {
1674 num_blow += 1 + player_ptr->extra_blows[0];
1682 * @param player_ptr プレイヤーへの参照ポインタ
1685 * * 性格なまけものなら加算(+10)
1687 * * 性格ちからじまんとがまんづよいなら加算(+1)
1688 * * 性格チャージマンなら加算(+5)
1689 * * 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)
1691 static int16_t calc_to_magic_chance(PlayerType *player_ptr)
1695 if (player_ptr->ppersonality == PERSONALITY_LAZY) {
1698 if (player_ptr->ppersonality == PERSONALITY_SHREWD) {
1701 if ((player_ptr->ppersonality == PERSONALITY_PATIENT) || (player_ptr->ppersonality == PERSONALITY_MIGHTY)) {
1704 if (player_ptr->ppersonality == PERSONALITY_CHARGEMAN) {
1708 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1710 o_ptr = &player_ptr->inventory_list[i];
1711 if (!o_ptr->is_valid()) {
1715 if (o_ptr->curse_flags.has(CurseTraitType::HARD_SPELL)) {
1716 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1726 static ARMOUR_CLASS calc_base_ac(PlayerType *player_ptr)
1728 ARMOUR_CLASS ac = 0;
1729 if (player_ptr->yoiyami) {
1733 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1735 o_ptr = &player_ptr->inventory_list[i];
1736 if (!o_ptr->is_valid()) {
1742 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
1743 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
1744 if (o_ptr_mh->is_protector() || o_ptr_sh->is_protector()) {
1745 ac += player_ptr->skill_exp[PlayerSkillKindType::SHIELD] * (1 + player_ptr->lev / 22) / 2000;
1751 static ARMOUR_CLASS calc_to_ac(PlayerType *player_ptr, bool is_real_value)
1753 ARMOUR_CLASS ac = 0;
1754 if (player_ptr->yoiyami) {
1758 ac += ((int)(adj_dex_ta[player_ptr->stat_index[A_DEX]]) - 128);
1760 switch (player_ptr->mimic_form) {
1761 case MimicKindType::NONE:
1763 case MimicKindType::DEMON:
1766 case MimicKindType::DEMON_LORD:
1769 case MimicKindType::VAMPIRE:
1774 PlayerClass pc(player_ptr);
1775 if (pc.equals(PlayerClassType::BERSERKER)) {
1776 ac += 10 + player_ptr->lev / 2;
1779 if (pc.equals(PlayerClassType::SORCERER)) {
1783 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1784 const auto *o_ptr = &player_ptr->inventory_list[i];
1785 const auto flags = o_ptr->get_flags();
1786 if (!o_ptr->is_valid()) {
1789 if (is_real_value || o_ptr->is_known()) {
1793 if (o_ptr->curse_flags.has(CurseTraitType::LOW_AC) || flags.has(TR_LOW_AC)) {
1794 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1795 if (is_real_value || o_ptr->is_fully_known()) {
1799 if (is_real_value || o_ptr->is_fully_known()) {
1805 if ((i == INVEN_SUB_HAND) && flags.has(TR_SUPPORTIVE)) {
1810 PlayerRace pr(player_ptr);
1811 if (pr.equals(PlayerRaceType::GOLEM) || pr.equals(PlayerRaceType::ANDROID)) {
1812 ac += 10 + (player_ptr->lev * 2 / 5);
1815 if (set_quick_and_tiny(player_ptr)) {
1819 if (set_musasi(player_ptr)) {
1823 if (set_icing_and_twinkle(player_ptr)) {
1827 if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
1831 if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
1835 if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
1839 if (pc.is_martial_arts_pro() && !heavy_armor(player_ptr)) {
1840 if (!player_ptr->inventory_list[INVEN_BODY].is_valid()) {
1841 ac += (player_ptr->lev * 3) / 2;
1843 if (!player_ptr->inventory_list[INVEN_OUTER].is_valid() && (player_ptr->lev > 15)) {
1844 ac += ((player_ptr->lev - 13) / 3);
1846 if (!player_ptr->inventory_list[INVEN_SUB_HAND].is_valid() && (player_ptr->lev > 10)) {
1847 ac += ((player_ptr->lev - 8) / 3);
1849 if (!player_ptr->inventory_list[INVEN_HEAD].is_valid() && (player_ptr->lev > 4)) {
1850 ac += (player_ptr->lev - 2) / 3;
1852 if (!player_ptr->inventory_list[INVEN_ARMS].is_valid()) {
1853 ac += (player_ptr->lev / 2);
1855 if (!player_ptr->inventory_list[INVEN_FEET].is_valid()) {
1856 ac += (player_ptr->lev / 3);
1860 if (player_ptr->realm1 == REALM_HEX) {
1861 if (SpellHex(player_ptr).is_spelling_specific(HEX_ICE_ARMOR)) {
1865 for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
1866 auto *o_ptr = &player_ptr->inventory_list[i];
1867 if (!o_ptr->is_valid()) {
1870 if (!o_ptr->is_protector()) {
1873 if (!o_ptr->is_cursed()) {
1876 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
1879 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1882 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
1888 if (pc.monk_stance_is(MonkStanceType::GENBU)) {
1889 ac += (player_ptr->lev * player_ptr->lev) / 50;
1890 } else if (pc.monk_stance_is(MonkStanceType::BYAKKO)) {
1892 } else if (pc.monk_stance_is(MonkStanceType::SEIRYU)) {
1894 } else if (pc.samurai_stance_is(SamuraiStanceType::KOUKIJIN)) {
1898 if (player_ptr->ult_res || (pc.samurai_stance_is(SamuraiStanceType::MUSOU))) {
1900 } else if (player_ptr->tsubureru || player_ptr->shield || player_ptr->magicdef) {
1904 if (is_blessed(player_ptr)) {
1908 if (is_shero(player_ptr)) {
1912 if (pc.equals(PlayerClassType::NINJA)) {
1913 const auto bi_id_main = player_ptr->inventory_list[INVEN_MAIN_HAND].bi_id;
1914 const auto bi_id_sub = player_ptr->inventory_list[INVEN_SUB_HAND].bi_id;
1915 if (((bi_id_main == 0) || can_attack_with_main_hand(player_ptr)) && ((bi_id_sub == 0) || can_attack_with_sub_hand(player_ptr))) {
1916 ac += player_ptr->lev / 2 + 5;
1924 * @brief 二刀流ペナルティ量計算
1925 * @param player_ptr プレイヤーへの参照ポインタ
1926 * @param slot ペナルティ量を計算する武器スロット
1931 * * EASY2_WEAPONによる軽減
1932 * * SUPPORTIVEを左に装備した場合の軽減
1936 int16_t calc_double_weapon_penalty(PlayerType *player_ptr, INVENTORY_IDX slot)
1940 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1941 const auto flags = player_ptr->inventory_list[INVEN_SUB_HAND].get_flags();
1943 penalty = ((100 - player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] / 160) - (130 - player_ptr->inventory_list[slot].weight) / 8);
1944 if (set_quick_and_tiny(player_ptr) || set_icing_and_twinkle(player_ptr) || set_anubis_and_chariot(player_ptr)) {
1945 penalty = penalty / 2 - 5;
1948 for (uint i = FLAG_CAUSE_INVEN_MAIN_HAND; i < FLAG_CAUSE_MAX; i <<= 1) {
1949 if (penalty > 0 && any_bits(player_ptr->easy_2weapon, i)) {
1954 if (flags.has(TR_SUPPORTIVE)) {
1955 penalty = std::max(0, penalty - 10);
1958 if (set_musasi(player_ptr)) {
1959 penalty = std::min(0, penalty);
1962 if (player_ptr->inventory_list[slot].bi_key.tval() == ItemKindType::POLEARM) {
1966 return (int16_t)penalty;
1969 static bool is_riding_two_hands(PlayerType *player_ptr)
1971 if (!player_ptr->riding || none_bits(player_ptr->pet_extra_flags, PF_TWO_HANDS)) {
1975 if (has_two_handed_weapons(player_ptr) || (empty_hands(player_ptr, false) == EMPTY_HAND_NONE)) {
1979 switch (player_ptr->pclass) {
1980 case PlayerClassType::MONK:
1981 case PlayerClassType::FORCETRAINER:
1982 case PlayerClassType::BERSERKER:
1983 return (empty_hands(player_ptr, false) != EMPTY_HAND_NONE) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND);
1989 static int16_t calc_riding_bow_penalty(PlayerType *player_ptr)
1991 auto *floor_ptr = player_ptr->current_floor_ptr;
1992 if (!player_ptr->riding) {
1996 int16_t penalty = 0;
1998 if (PlayerClass(player_ptr).is_tamer()) {
1999 if (player_ptr->tval_ammo != ItemKindType::ARROW) {
2003 penalty = monraces_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2010 if (player_ptr->tval_ammo == ItemKindType::BOLT) {
2017 void put_equipment_warning(PlayerType *player_ptr)
2019 bool heavy_shoot = is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW]);
2020 if (player_ptr->old_heavy_shoot != heavy_shoot) {
2022 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."));
2023 } else if (player_ptr->inventory_list[INVEN_BOW].is_valid()) {
2024 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."));
2026 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."));
2028 player_ptr->old_heavy_shoot = heavy_shoot;
2031 for (int i = 0; i < 2; i++) {
2032 if (player_ptr->old_heavy_wield[i] != player_ptr->heavy_wield[i]) {
2033 if (player_ptr->heavy_wield[i]) {
2034 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."));
2035 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2036 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2037 } else if (player_ptr->heavy_wield[1 - i]) {
2038 msg_print(_("まだ武器が重い。", "You still have trouble wielding a heavy weapon."));
2040 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."));
2043 player_ptr->old_heavy_wield[i] = player_ptr->heavy_wield[i];
2046 if (player_ptr->old_riding_wield[i] != player_ptr->is_icky_riding_wield[i]) {
2047 if (player_ptr->is_icky_riding_wield[i]) {
2048 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."));
2049 } else if (!player_ptr->riding) {
2050 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2051 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2052 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2055 player_ptr->old_riding_wield[i] = player_ptr->is_icky_riding_wield[i];
2058 if (player_ptr->old_icky_wield[i] == player_ptr->is_icky_wield[i]) {
2062 if (player_ptr->is_icky_wield[i]) {
2063 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."));
2064 if (w_ptr->is_loading_now) {
2065 chg_virtue(player_ptr, Virtue::FAITH, -1);
2067 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
2068 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."));
2070 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."));
2073 player_ptr->old_icky_wield[i] = player_ptr->is_icky_wield[i];
2076 if (player_ptr->riding && (player_ptr->old_riding_ryoute != player_ptr->riding_ryoute)) {
2077 if (player_ptr->riding_ryoute) {
2079 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" : "");
2081 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2085 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" : "");
2087 msg_print("You began to control the pet you're riding with one hand.");
2091 player_ptr->old_riding_ryoute = player_ptr->riding_ryoute;
2094 PlayerClass pc(player_ptr);
2095 if ((pc.is_martial_arts_pro() || pc.equals(PlayerClassType::NINJA)) && (heavy_armor(player_ptr) != player_ptr->monk_notify_aux)) {
2096 if (heavy_armor(player_ptr)) {
2097 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."));
2098 if (w_ptr->is_loading_now) {
2099 chg_virtue(player_ptr, Virtue::HARMONY, -1);
2102 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2105 player_ptr->monk_notify_aux = heavy_armor(player_ptr);
2109 static bool is_bare_knuckle(PlayerType *player_ptr)
2111 auto bare_knuckle = is_martial_arts_mode(player_ptr);
2112 bare_knuckle &= empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB);
2113 return bare_knuckle;
2116 static short calc_to_damage(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2118 const auto *o_ptr = &player_ptr->inventory_list[slot];
2119 player_hand calc_hand = PLAYER_HAND_OTHER;
2120 if (slot == INVEN_MAIN_HAND) {
2121 calc_hand = PLAYER_HAND_MAIN;
2123 if (slot == INVEN_SUB_HAND) {
2124 calc_hand = PLAYER_HAND_SUB;
2128 damage += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2130 if (is_shero(player_ptr)) {
2131 damage += 3 + (player_ptr->lev / 5);
2134 auto player_stun = player_ptr->effects()->stun();
2135 damage -= player_stun->get_damage_penalty();
2136 PlayerClass pc(player_ptr);
2137 const auto tval = o_ptr->bi_key.tval();
2138 if (pc.equals(PlayerClassType::PRIEST) && (o_ptr->get_flags().has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2140 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2141 damage += player_ptr->lev / 6;
2142 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2143 damage += player_ptr->lev / 6;
2145 } else if (pc.equals(PlayerClassType::SORCERER)) {
2146 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2147 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2153 } else if (pc.equals(PlayerClassType::FORCETRAINER)) {
2154 // 練気術師は格闘ダメージに (気)/5 の修正を得る。
2155 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2156 damage += get_current_ki(player_ptr) / 5;
2160 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2161 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) {
2162 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2165 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2168 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2174 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2176 o_ptr = &player_ptr->inventory_list[i];
2177 const auto has_melee = has_melee_weapon(player_ptr, i);
2178 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2182 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2186 if (!o_ptr->is_known() && !is_real_value) {
2189 bonus_to_d = o_ptr->to_d;
2191 if (pc.equals(PlayerClassType::NINJA)) {
2192 if (o_ptr->to_d > 0) {
2193 bonus_to_d = (o_ptr->to_d + 1) / 2;
2197 switch (player_melee_type(player_ptr)) {
2198 case MELEE_TYPE_BAREHAND_TWO:
2199 case MELEE_TYPE_WEAPON_TWOHAND:
2200 if (calc_hand == main_attack_hand(player_ptr)) {
2201 damage += (int16_t)bonus_to_d;
2205 case MELEE_TYPE_BAREHAND_MAIN:
2206 case MELEE_TYPE_WEAPON_MAIN:
2207 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2208 damage += (int16_t)bonus_to_d;
2212 case MELEE_TYPE_BAREHAND_SUB:
2213 case MELEE_TYPE_WEAPON_SUB:
2214 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2215 damage += (int16_t)bonus_to_d;
2219 case MELEE_TYPE_WEAPON_DOUBLE:
2220 if (calc_hand == PLAYER_HAND_MAIN) {
2221 if (i == INVEN_MAIN_RING) {
2222 damage += (int16_t)bonus_to_d;
2223 } else if (i != INVEN_SUB_RING) {
2224 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2227 if (calc_hand == PLAYER_HAND_SUB) {
2228 if (i == INVEN_SUB_RING) {
2229 damage += (int16_t)bonus_to_d;
2230 } else if (i != INVEN_MAIN_RING) {
2231 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2236 case MELEE_TYPE_SHIELD_DOUBLE:
2244 if (main_attack_hand(player_ptr) == calc_hand) {
2245 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2247 bonus_to_d = ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128) / 2;
2248 damage += std::max<int>(bonus_to_d, 1);
2252 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2253 damage += (player_ptr->lev / 6);
2256 // 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。
2257 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2258 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2259 damage -= (player_ptr->lev / 6);
2263 return static_cast<short>(damage);
2267 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
2269 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
2271 static short calc_to_hit(PlayerType *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2276 hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2277 hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2279 /* Temporary bonuses */
2280 if (is_blessed(player_ptr)) {
2284 if (is_hero(player_ptr)) {
2288 if (is_shero(player_ptr)) {
2292 auto player_stun = player_ptr->effects()->stun();
2293 hit -= player_stun->get_damage_penalty();
2294 player_hand calc_hand = PLAYER_HAND_OTHER;
2295 if (slot == INVEN_MAIN_HAND) {
2296 calc_hand = PLAYER_HAND_MAIN;
2298 if (slot == INVEN_SUB_HAND) {
2299 calc_hand = PLAYER_HAND_SUB;
2302 /* Default hand bonuses */
2303 if (main_attack_hand(player_ptr) == calc_hand) {
2304 switch (player_melee_type(player_ptr)) {
2305 case MELEE_TYPE_BAREHAND_MAIN:
2306 if (player_ptr->riding) {
2310 case MELEE_TYPE_BAREHAND_SUB:
2311 if (player_ptr->riding) {
2315 case MELEE_TYPE_BAREHAND_TWO:
2316 hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2323 if (is_bare_knuckle(player_ptr) || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2325 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);
2326 hit += std::max<int>(bonus_to_h, 1);
2330 /* Bonuses and penalties by weapon */
2331 PlayerClass pc(player_ptr);
2332 if (has_melee_weapon(player_ptr, slot)) {
2333 const auto *o_ptr = &player_ptr->inventory_list[slot];
2335 /* Traind bonuses */
2336 const auto tval = o_ptr->bi_key.tval();
2337 const auto sval = *o_ptr->bi_key.sval();
2338 hit += (player_ptr->weapon_exp[tval][sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2340 /* Weight penalty */
2341 if (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10) {
2342 hit += 2 * (calc_weapon_weight_limit(player_ptr) - o_ptr->weight / 10);
2345 /* Low melee penalty */
2346 if ((o_ptr->is_fully_known() || is_real_value) && o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2347 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2354 /* Riding bonus and penalty */
2355 const auto flags = o_ptr->get_flags();
2356 if (player_ptr->riding > 0) {
2357 if (o_ptr->is_lance()) {
2359 } else if (flags.has_not(TR_RIDING)) {
2361 if (PlayerClass(player_ptr).is_tamer()) {
2364 penalty = monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2375 /* Class penalties */
2376 if (pc.equals(PlayerClassType::PRIEST) && (flags.has_not(TR_BLESSED)) && ((tval == ItemKindType::SWORD) || (tval == ItemKindType::POLEARM))) {
2378 } else if (pc.equals(PlayerClassType::BERSERKER)) {
2379 hit += player_ptr->lev / 5;
2380 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2381 hit += player_ptr->lev / 5;
2383 } else if (pc.equals(PlayerClassType::SORCERER)) {
2384 auto is_suitable = o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_WIZSTAFF);
2385 is_suitable |= o_ptr->bi_key == BaseitemKey(ItemKindType::HAFTED, SV_NAMAKE_HAMMER);
2393 if (has_not_ninja_weapon(player_ptr, (int)calc_hand) || has_not_monk_weapon(player_ptr, (int)calc_hand)) {
2397 /* Hex realm bonuses */
2398 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2399 if (o_ptr->curse_flags.has(CurseTraitType::CURSED)) {
2402 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2405 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE)) {
2408 if (o_ptr->curse_flags.has(CurseTraitType::TY_CURSE)) {
2414 /* Bonuses from inventory */
2415 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2416 auto *o_ptr = &player_ptr->inventory_list[i];
2418 /* Ignore empty hands, handed weapons, bows and capture balls */
2419 const auto has_melee = has_melee_weapon(player_ptr, i);
2420 if (!o_ptr->is_valid() || o_ptr->bi_key.tval() == ItemKindType::CAPTURE) {
2424 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2428 /* Fake value does not include unknown objects' value */
2429 if (!o_ptr->is_known() && !is_real_value) {
2433 int bonus_to_h = o_ptr->to_h;
2435 /* When wields only a weapon */
2436 if (pc.equals(PlayerClassType::NINJA)) {
2437 if (o_ptr->to_h > 0) {
2438 bonus_to_h = (o_ptr->to_h + 1) / 2;
2442 switch (player_melee_type(player_ptr)) {
2443 case MELEE_TYPE_BAREHAND_TWO:
2444 case MELEE_TYPE_WEAPON_TWOHAND:
2445 if (calc_hand == main_attack_hand(player_ptr)) {
2446 hit += (int16_t)bonus_to_h;
2450 case MELEE_TYPE_BAREHAND_MAIN:
2451 case MELEE_TYPE_WEAPON_MAIN:
2452 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING)) {
2453 hit += (int16_t)bonus_to_h;
2457 case MELEE_TYPE_BAREHAND_SUB:
2458 case MELEE_TYPE_WEAPON_SUB:
2459 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING)) {
2460 hit += (int16_t)bonus_to_h;
2464 case MELEE_TYPE_WEAPON_DOUBLE:
2465 if (calc_hand == PLAYER_HAND_MAIN) {
2466 if (i == INVEN_MAIN_RING) {
2467 hit += (int16_t)bonus_to_h;
2468 } else if (i != INVEN_SUB_RING) {
2469 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2472 if (calc_hand == PLAYER_HAND_SUB) {
2473 if (i == INVEN_SUB_RING) {
2474 hit += (int16_t)bonus_to_h;
2475 } else if (i != INVEN_MAIN_RING) {
2476 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2481 case MELEE_TYPE_SHIELD_DOUBLE:
2489 /* Martial arts bonus */
2490 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || !pc.equals(PlayerClassType::BERSERKER))) {
2491 hit += (player_ptr->lev / 3);
2494 /* Two handed combat penalty */
2495 hit -= calc_double_weapon_penalty(player_ptr, slot);
2497 // 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。
2498 if (PlayerClass(player_ptr).monk_stance_is(MonkStanceType::SUZAKU)) {
2499 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2500 hit -= (player_ptr->lev / 3);
2504 return static_cast<short>(hit);
2507 static int16_t calc_to_hit_bow(PlayerType *player_ptr, bool is_real_value)
2511 pow += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2512 pow += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2516 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2517 if (o_ptr->is_valid()) {
2518 if (o_ptr->curse_flags.has(CurseTraitType::LOW_MELEE)) {
2519 if (o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
2528 auto player_stun = player_ptr->effects()->stun();
2529 pow -= player_stun->get_damage_penalty();
2530 if (is_blessed(player_ptr)) {
2534 if (is_hero(player_ptr)) {
2538 if (is_shero(player_ptr)) {
2542 auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2544 if (is_heavy_shoot(player_ptr, o_ptr)) {
2545 pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
2548 if (o_ptr->is_valid()) {
2549 if (!is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
2550 if (PlayerClass(player_ptr).equals(PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
2551 pow += (10 + (player_ptr->lev / 5));
2557 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2559 o_ptr = &player_ptr->inventory_list[i];
2560 const auto has_melee = has_melee_weapon(player_ptr, i);
2561 if (!o_ptr->is_valid() || (o_ptr->bi_key.tval() == ItemKindType::CAPTURE)) {
2565 if (((i == INVEN_MAIN_HAND) && has_melee) || ((i == INVEN_SUB_HAND) && has_melee) || (i == INVEN_BOW)) {
2569 bonus_to_h = o_ptr->to_h;
2571 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2572 if (o_ptr->to_h > 0) {
2573 bonus_to_h = (o_ptr->to_h + 1) / 2;
2577 if (is_real_value || o_ptr->is_known()) {
2578 pow += (int16_t)bonus_to_h;
2582 pow -= calc_riding_bow_penalty(player_ptr);
2587 static int16_t calc_to_damage_misc(PlayerType *player_ptr)
2593 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2594 o_ptr = &player_ptr->inventory_list[i];
2595 if (!o_ptr->is_valid()) {
2599 int bonus_to_d = o_ptr->to_d;
2600 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2601 if (o_ptr->to_d > 0) {
2602 bonus_to_d = (o_ptr->to_d + 1) / 2;
2605 to_dam += (int16_t)bonus_to_d;
2608 if (is_shero(player_ptr)) {
2609 to_dam += 3 + (player_ptr->lev / 5);
2612 auto player_stun = player_ptr->effects()->stun();
2613 to_dam -= player_stun->get_damage_penalty();
2614 to_dam += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2618 static int16_t calc_to_hit_misc(PlayerType *player_ptr)
2624 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2625 o_ptr = &player_ptr->inventory_list[i];
2626 if (!o_ptr->is_valid()) {
2630 int bonus_to_h = o_ptr->to_h;
2631 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
2632 if (o_ptr->to_h > 0) {
2633 bonus_to_h = (o_ptr->to_h + 1) / 2;
2636 to_hit += (int16_t)bonus_to_h;
2639 if (is_blessed(player_ptr)) {
2643 if (is_hero(player_ptr)) {
2647 if (is_shero(player_ptr)) {
2651 auto player_stun = player_ptr->effects()->stun();
2652 to_hit -= player_stun->get_damage_penalty();
2653 to_hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2654 to_hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2659 static DICE_NUMBER calc_to_weapon_dice_num(PlayerType *player_ptr, INVENTORY_IDX slot)
2661 auto *o_ptr = &player_ptr->inventory_list[slot];
2662 return (player_ptr->riding > 0) && o_ptr->is_lance() ? 2 : 0;
2666 * @brief プレイヤーの所持重量制限を計算する /
2667 * Computes current weight limit.
2670 WEIGHT calc_weight_limit(PlayerType *player_ptr)
2672 WEIGHT i = (WEIGHT)adj_str_wgt[player_ptr->stat_index[A_STR]] * 50;
2673 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
2680 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
2681 * @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。
2683 void update_creature(PlayerType *player_ptr)
2685 auto &rfu = RedrawingFlagsUpdater::get_instance();
2686 if (!rfu.any_stats()) {
2690 auto *floor_ptr = player_ptr->current_floor_ptr;
2691 if (rfu.has(StatusRecalculatingFlag::AUTO_DESTRUCTION)) {
2692 rfu.reset_flag(StatusRecalculatingFlag::AUTO_DESTRUCTION);
2693 autopick_delayed_alter(player_ptr);
2696 if (rfu.has(StatusRecalculatingFlag::COMBINATION)) {
2697 rfu.reset_flag(StatusRecalculatingFlag::COMBINATION);
2698 combine_pack(player_ptr);
2701 if (rfu.has(StatusRecalculatingFlag::REORDER)) {
2702 rfu.reset_flag(StatusRecalculatingFlag::REORDER);
2703 reorder_pack(player_ptr);
2706 if (rfu.has(StatusRecalculatingFlag::BONUS)) {
2707 rfu.reset_flag(StatusRecalculatingFlag::BONUS);
2708 PlayerAlignment(player_ptr).update_alignment();
2709 PlayerSkill ps(player_ptr);
2710 ps.apply_special_weapon_skill_max_values();
2711 ps.limit_weapon_skills_by_max_value();
2712 update_bonuses(player_ptr);
2715 if (rfu.has(StatusRecalculatingFlag::TORCH)) {
2716 rfu.reset_flag(StatusRecalculatingFlag::TORCH);
2717 update_lite_radius(player_ptr);
2720 if (rfu.has(StatusRecalculatingFlag::HP)) {
2721 rfu.reset_flag(StatusRecalculatingFlag::HP);
2722 update_max_hitpoints(player_ptr);
2725 if (rfu.has(StatusRecalculatingFlag::MP)) {
2726 rfu.reset_flag(StatusRecalculatingFlag::MP);
2727 update_max_mana(player_ptr);
2730 if (rfu.has(StatusRecalculatingFlag::SPELLS)) {
2731 rfu.reset_flag(StatusRecalculatingFlag::SPELLS);
2732 update_num_of_spells(player_ptr);
2735 if (!w_ptr->character_generated || (w_ptr->character_icky_depth > 0)) {
2739 if (rfu.has(StatusRecalculatingFlag::UN_LITE)) {
2740 rfu.reset_flag(StatusRecalculatingFlag::UN_LITE);
2741 forget_lite(floor_ptr);
2744 if (rfu.has(StatusRecalculatingFlag::UN_VIEW)) {
2745 rfu.reset_flag(StatusRecalculatingFlag::UN_VIEW);
2746 forget_view(floor_ptr);
2749 if (rfu.has(StatusRecalculatingFlag::VIEW)) {
2750 rfu.reset_flag(StatusRecalculatingFlag::VIEW);
2751 update_view(player_ptr);
2754 if (rfu.has(StatusRecalculatingFlag::LITE)) {
2755 rfu.reset_flag(StatusRecalculatingFlag::LITE);
2756 update_lite(player_ptr);
2759 if (rfu.has(StatusRecalculatingFlag::FLOW)) {
2760 rfu.reset_flag(StatusRecalculatingFlag::FLOW);
2761 update_flow(player_ptr);
2764 if (rfu.has(StatusRecalculatingFlag::DISTANCE)) {
2765 rfu.reset_flag(StatusRecalculatingFlag::DISTANCE);
2766 update_monsters(player_ptr, true);
2769 if (rfu.has(StatusRecalculatingFlag::MONSTER_LITE)) {
2770 rfu.reset_flag(StatusRecalculatingFlag::MONSTER_LITE);
2771 update_mon_lite(player_ptr);
2774 if (rfu.has(StatusRecalculatingFlag::DELAY_VISIBILITY)) {
2775 rfu.reset_flag(StatusRecalculatingFlag::DELAY_VISIBILITY);
2776 delayed_visual_update(player_ptr);
2779 if (rfu.has(StatusRecalculatingFlag::MONSTER_STATUSES)) {
2780 rfu.reset_flag(StatusRecalculatingFlag::MONSTER_STATUSES);
2781 update_monsters(player_ptr, false);
2786 * @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
2787 * @return 魔道書を一冊も持っていないならTRUEを返す
2789 bool player_has_no_spellbooks(PlayerType *player_ptr)
2792 for (int i = 0; i < INVEN_PACK; i++) {
2793 o_ptr = &player_ptr->inventory_list[i];
2794 if (o_ptr->is_valid() && check_book_realm(player_ptr, o_ptr->bi_key)) {
2799 auto *floor_ptr = player_ptr->current_floor_ptr;
2800 for (const auto this_o_idx : floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
2801 o_ptr = &floor_ptr->o_list[this_o_idx];
2802 if (o_ptr->is_valid() && o_ptr->marked.has(OmType::FOUND) && check_book_realm(player_ptr, o_ptr->bi_key)) {
2811 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
2814 * @return 配置に成功したらTRUE
2816 bool player_place(PlayerType *player_ptr, POSITION y, POSITION x)
2818 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0) {
2822 /* Save player location */
2829 * @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
2831 void wreck_the_pattern(PlayerType *player_ptr)
2833 auto *floor_ptr = player_ptr->current_floor_ptr;
2834 const auto p_pos = player_ptr->get_position();
2835 const auto &terrain = floor_ptr->get_grid(p_pos).get_terrain();
2836 if (terrain.subtype == PATTERN_TILE_WRECKED) {
2840 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
2841 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
2843 if (!is_invuln(player_ptr)) {
2844 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"));
2847 auto to_ruin = randint1(45) + 35;
2851 scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
2852 const Pos2D pos(y, x);
2853 if (pattern_tile(floor_ptr, pos.y, pos.x) && (floor_ptr->get_grid(pos).get_terrain().subtype != PATTERN_TILE_WRECKED)) {
2854 cave_set_feat(player_ptr, pos.y, pos.x, feat_pattern_corrupted);
2858 cave_set_feat(player_ptr, player_ptr->y, player_ptr->x, feat_pattern_corrupted);
2862 * @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 /
2863 * Advance experience levels and print experience
2865 void check_experience(PlayerType *player_ptr)
2867 if (player_ptr->exp < 0) {
2868 player_ptr->exp = 0;
2870 if (player_ptr->max_exp < 0) {
2871 player_ptr->max_exp = 0;
2873 if (player_ptr->max_max_exp < 0) {
2874 player_ptr->max_max_exp = 0;
2877 if (player_ptr->exp > PY_MAX_EXP) {
2878 player_ptr->exp = PY_MAX_EXP;
2880 if (player_ptr->max_exp > PY_MAX_EXP) {
2881 player_ptr->max_exp = PY_MAX_EXP;
2883 if (player_ptr->max_max_exp > PY_MAX_EXP) {
2884 player_ptr->max_max_exp = PY_MAX_EXP;
2887 if (player_ptr->exp > player_ptr->max_exp) {
2888 player_ptr->max_exp = player_ptr->exp;
2890 if (player_ptr->max_exp > player_ptr->max_max_exp) {
2891 player_ptr->max_max_exp = player_ptr->max_exp;
2894 auto &rfu = RedrawingFlagsUpdater::get_instance();
2895 rfu.set_flag(MainWindowRedrawingFlag::EXP);
2896 handle_stuff(player_ptr);
2898 PlayerRace pr(player_ptr);
2899 bool android = pr.equals(PlayerRaceType::ANDROID);
2900 PLAYER_LEVEL old_lev = player_ptr->lev;
2901 static constexpr auto flags_srf = {
2902 StatusRecalculatingFlag::BONUS,
2903 StatusRecalculatingFlag::HP,
2904 StatusRecalculatingFlag::MP,
2905 StatusRecalculatingFlag::SPELLS,
2907 while ((player_ptr->lev > 1) && (player_ptr->exp < ((android ? player_exp_a : player_exp)[player_ptr->lev - 2] * player_ptr->expfact / 100L))) {
2909 rfu.set_flags(flags_srf);
2910 static constexpr auto flags_mwrf = {
2911 MainWindowRedrawingFlag::LEVEL,
2912 MainWindowRedrawingFlag::TITLE,
2914 rfu.set_flags(flags_mwrf);
2915 rfu.set_flag(SubWindowRedrawingFlag::PLAYER);
2916 handle_stuff(player_ptr);
2919 bool level_reward = false;
2920 bool level_mutation = false;
2921 bool level_inc_stat = false;
2922 while ((player_ptr->lev < PY_MAX_LEVEL) && (player_ptr->exp >= ((android ? player_exp_a : player_exp)[player_ptr->lev - 1] * player_ptr->expfact / 100L))) {
2924 if (player_ptr->lev > player_ptr->max_plv) {
2925 player_ptr->max_plv = player_ptr->lev;
2927 if (PlayerClass(player_ptr).equals(PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
2928 level_reward = true;
2930 if (pr.equals(PlayerRaceType::BEASTMAN)) {
2932 level_mutation = true;
2935 level_inc_stat = true;
2937 exe_write_diary(player_ptr, DiaryKind::LEVELUP, player_ptr->lev);
2941 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), player_ptr->lev);
2942 rfu.set_flags(flags_srf);
2943 const auto flags_mwrf_levelup = {
2944 MainWindowRedrawingFlag::LEVEL,
2945 MainWindowRedrawingFlag::TITLE,
2946 MainWindowRedrawingFlag::EXP,
2948 rfu.set_flags(flags_mwrf_levelup);
2949 const auto &flags_swrf_levelup = {
2950 SubWindowRedrawingFlag::PLAYER,
2951 SubWindowRedrawingFlag::SPELL,
2952 SubWindowRedrawingFlag::INVENTORY,
2954 rfu.set_flags(flags_swrf_levelup);
2955 player_ptr->level_up_message = true;
2956 handle_stuff(player_ptr);
2958 player_ptr->level_up_message = false;
2959 if (level_inc_stat) {
2960 if (!(player_ptr->max_plv % 10)) {
2966 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), cnv_stat(player_ptr->stat_max[0]).data()), 2, 14);
2967 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), cnv_stat(player_ptr->stat_max[1]).data()), 3, 14);
2968 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), cnv_stat(player_ptr->stat_max[2]).data()), 4, 14);
2969 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), cnv_stat(player_ptr->stat_max[3]).data()), 5, 14);
2970 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), cnv_stat(player_ptr->stat_max[4]).data()), 6, 14);
2971 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), cnv_stat(player_ptr->stat_max[5]).data()), 7, 14);
2974 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
2978 if ((choice >= 'a') && (choice <= 'f')) {
2982 for (n = 0; n < A_MAX; n++) {
2983 if (n != choice - 'a') {
2987 if (input_check(_("よろしいですか?", "Are you sure? "))) {
2991 do_inc_stat(player_ptr, choice - 'a');
2993 } else if (!(player_ptr->max_plv % 2)) {
2994 do_inc_stat(player_ptr, randint0(6));
2998 if (level_mutation) {
2999 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3000 (void)gain_mutation(player_ptr, 0);
3001 level_mutation = false;
3005 * 報酬でレベルが上ると再帰的に check_experience(player_ptr) が
3009 patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, 0);
3010 level_reward = false;
3013 rfu.set_flags(flags_srf);
3014 static constexpr auto flags_mwrf = {
3015 MainWindowRedrawingFlag::LEVEL,
3016 MainWindowRedrawingFlag::TITLE,
3018 rfu.set_flags(flags_mwrf);
3019 static constexpr auto flags_swrf = {
3020 SubWindowRedrawingFlag::PLAYER,
3021 SubWindowRedrawingFlag::SPELL,
3023 rfu.set_flags(flags_swrf);
3024 handle_stuff(player_ptr);
3027 if (old_lev != player_ptr->lev) {
3028 autopick_load_pref(player_ptr, false);
3033 * @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
3035 * @return std::string 右詰め6文字で記述した能力値
3037 std::string cnv_stat(int val)
3040 return format(" %2d", val);
3043 int bonus = (val - 18);
3046 } else if (bonus >= 100) {
3047 return format("18/%03d", bonus);
3049 return format(" 18/%02d", bonus);
3054 * @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。
3055 * Modify a stat value by a "modifier", return new value
3057 * @param amount 加減算値
3061 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3062 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3063 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3064 * Or even: 18/13, 18/03, 18, 17, ..., 3
3067 int16_t modify_stat_value(int value, int amount)
3070 for (int i = 0; i < amount; i++) {
3077 } else if (amount < 0) {
3078 for (int i = 0; i < (0 - amount); i++) {
3079 if (value >= 18 + 10) {
3081 } else if (value > 18) {
3083 } else if (value > 3) {
3089 return (int16_t)value;
3094 * Hack -- Calculates the total number of points earned -JWT-
3097 long calc_score(PlayerType *player_ptr)
3099 int arena_win = std::min<int>(player_ptr->arena_number, MAX_ARENA_MONS);
3102 if (!preserve_mode) {
3114 if (ironman_shops) {
3117 if (ironman_small_levels) {
3120 if (ironman_empty_levels) {
3123 if (!powerup_home) {
3126 if (ironman_rooms) {
3129 if (ironman_nightmare) {
3138 for (const auto &d_ref : dungeons_info) {
3139 if (max_dl < max_dlv[d_ref.idx]) {
3140 max_dl = max_dlv[d_ref.idx];
3144 uint32_t point_l = (player_ptr->max_max_exp + (100 * max_dl));
3145 uint32_t point_h = point_l / 0x10000L;
3146 point_l = point_l % 0x10000L;
3149 point_h += point_l / 0x10000L;
3150 point_l %= 0x10000L;
3152 point_l += ((point_h % 100) << 16);
3156 uint32_t point = (point_h << 16) + (point_l);
3157 if (player_ptr->arena_number >= 0) {
3158 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3161 if (ironman_downward) {
3164 if (PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER)) {
3165 if (PlayerRace(player_ptr).equals(PlayerRaceType::SPECTRE)) {
3170 if ((player_ptr->ppersonality == PERSONALITY_MUNCHKIN) && point) {
3172 if (w_ptr->total_winner) {
3181 * @param player_ptr プレイヤーへの参照ポインタ
3182 * @return 祝福状態ならばTRUE
3184 bool is_blessed(PlayerType *player_ptr)
3186 return player_ptr->blessed || music_singing(player_ptr, MUSIC_BLESS) || SpellHex(player_ptr).is_spelling_specific(HEX_BLESS);
3189 bool is_tim_esp(PlayerType *player_ptr)
3191 auto sniper_data = PlayerClass(player_ptr).get_specific_data<SniperData>();
3192 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
3193 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
3196 bool is_tim_stealth(PlayerType *player_ptr)
3198 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3201 bool is_time_limit_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_time_limit_stealth(PlayerType *player_ptr)
3210 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
3214 * @brief 口を使う継続的な処理を中断する
3215 * @param player_ptr プレイヤーへの参照ポインタ
3217 void stop_mouth(PlayerType *player_ptr)
3219 if (music_singing_any(player_ptr)) {
3220 stop_singing(player_ptr);
3223 if (SpellHex(player_ptr).is_spelling_any()) {
3224 (void)SpellHex(player_ptr).stop_all_spells();
3228 bool is_fast(PlayerType *player_ptr)
3230 return player_ptr->effects()->acceleration()->is_fast() || music_singing(player_ptr, MUSIC_SPEED) || music_singing(player_ptr, MUSIC_SHERO);
3233 bool is_invuln(PlayerType *player_ptr)
3235 return player_ptr->invuln || music_singing(player_ptr, MUSIC_INVULN);
3238 bool is_hero(PlayerType *player_ptr)
3240 return player_ptr->hero || music_singing(player_ptr, MUSIC_HERO) || music_singing(player_ptr, MUSIC_SHERO);
3243 bool is_shero(PlayerType *player_ptr)
3245 return player_ptr->shero || PlayerClass(player_ptr).equals(PlayerClassType::BERSERKER);
3248 bool is_echizen(PlayerType *player_ptr)
3250 return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].is_specific_artifact(FixedArtifactId::CRIMSON));
3253 bool is_chargeman(PlayerType *player_ptr)
3255 return player_ptr->ppersonality == PERSONALITY_CHARGEMAN;
3258 WEIGHT calc_weapon_weight_limit(PlayerType *player_ptr)
3260 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3262 if (has_two_handed_weapons(player_ptr)) {
3269 WEIGHT calc_bow_weight_limit(PlayerType *player_ptr)
3271 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
3276 static player_hand main_attack_hand(PlayerType *player_ptr)
3278 switch (player_melee_type(player_ptr)) {
3279 case MELEE_TYPE_BAREHAND_TWO:
3280 return PLAYER_HAND_MAIN;
3281 case MELEE_TYPE_BAREHAND_MAIN:
3282 return PLAYER_HAND_MAIN;
3283 case MELEE_TYPE_BAREHAND_SUB:
3284 return PLAYER_HAND_SUB;
3285 case MELEE_TYPE_WEAPON_MAIN:
3286 return PLAYER_HAND_MAIN;
3287 case MELEE_TYPE_WEAPON_SUB:
3288 return PLAYER_HAND_SUB;
3289 case MELEE_TYPE_WEAPON_TWOHAND:
3290 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND) ? PLAYER_HAND_MAIN : PLAYER_HAND_SUB;
3291 case MELEE_TYPE_WEAPON_DOUBLE:
3292 return PLAYER_HAND_MAIN;
3293 case MELEE_TYPE_SHIELD_DOUBLE:
3294 return PLAYER_HAND_MAIN;
3296 return PLAYER_HAND_MAIN;
3299 bool set_quick_and_tiny(PlayerType *player_ptr)
3301 auto is_quickly_tiny = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::QUICKTHORN);
3302 is_quickly_tiny &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TINYTHORN);
3303 return is_quickly_tiny;
3306 bool set_musasi(PlayerType *player_ptr)
3308 auto is_musasi = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::MUSASI_KATANA);
3309 is_musasi &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::MUSASI_WAKIZASI);
3313 bool set_icing_and_twinkle(PlayerType *player_ptr)
3315 auto can_call_ice_wind_saga = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ICINGDEATH);
3316 can_call_ice_wind_saga &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::TWINKLE);
3317 return can_call_ice_wind_saga;
3320 bool set_anubis_and_chariot(PlayerType *player_ptr)
3322 auto is_anubis_chariot = player_ptr->inventory_list[INVEN_MAIN_HAND].is_specific_artifact(FixedArtifactId::ANUBIS);
3323 is_anubis_chariot &= player_ptr->inventory_list[INVEN_SUB_HAND].is_specific_artifact(FixedArtifactId::SILVER_CHARIOT);
3324 return is_anubis_chariot;