#include "player/player-status.h"
-#include "art-definition/art-bow-types.h"
-#include "art-definition/art-sword-types.h"
-#include "art-definition/art-weapon-types.h"
+#include "artifact/fixed-art-types.h"
#include "autopick/autopick-reader-writer.h"
#include "autopick/autopick.h"
#include "cmd-action/cmd-pet.h"
#include "core/window-redrawer.h"
#include "dungeon/dungeon-flag-types.h"
#include "dungeon/dungeon.h"
-//#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
#include "floor/cave.h"
#include "floor/floor-events.h"
static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
-static int get_default_hand(player_type *creature_ptr);
+static player_hand get_default_hand(player_type *creature_ptr);
/*** Player information ***/
-/*
- * Static player info record
+/*!
+ * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
*/
player_type p_body;
-/*
- * Pointer to the player info
+/*!
+ * @brief プレイヤー用のクリーチャー構造体参照ポインタ / Pointer to the player info
*/
player_type *p_ptr = &p_body;
-/*
- * Return alignment title
+/*!
+ * @brief クリーチャーの抽象的善悪アライメントの表記を返す。 / Return alignment title
+ * @param creature_ptr 算出するクリーチャーの参照ポインタ。
+ * @return アライメントの表記を返す。
*/
concptr your_alignment(player_type *creature_ptr)
{
return _("大悪", "Chaotic");
}
-/*
- * Return proficiency level of weapons and misc. skills (except riding)
+/*!
+ * @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
+ * @param weapon_exp 経験値
+ * @return ランク値
*/
int weapon_exp_level(int weapon_exp)
{
return EXP_LEVEL_MASTER;
}
-/*
- * Return proficiency level of riding
+/*!
+ * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
+ * @param weapon_exp 経験値
+ * @return ランク値
*/
int riding_exp_level(int riding_exp)
{
return EXP_LEVEL_MASTER;
}
-/*
- * Return proficiency level of spells
+/*!
+ * @brief クリーチャーの呪文レベルの抽象的ランクを返す。 / Return proficiency level of spells
+ * @param spell_exp 経験値
+ * @return ランク値
*/
int spell_exp_level(int spell_exp)
{
return EXP_LEVEL_MASTER;
}
-/*
- * Delayed visual update
- * Only used if update_view(), update_lite() or update_mon_lite() was called
+/*!
+ * @brief 遅延描画更新 / Delayed visual update
+ * @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
+ * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
+ * @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?
+ * @return なし
*/
static void delayed_visual_update(player_type *player_ptr)
{
}
/*!
+ * @brief 所持品総重量を計算する
+ * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
+ * @return 総重量
+ */
+WEIGHT calc_inventory_weight(player_type *creature_ptr)
+{
+ WEIGHT weight = 0;
+
+ object_type *o_ptr;
+ for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
+ o_ptr = &creature_ptr->inventory_list[i];
+ if (!o_ptr->k_idx)
+ continue;
+ weight += o_ptr->weight * o_ptr->number;
+ }
+ return weight;
+}
+/*!
* @brief プレイヤーの全ステータスを更新する /
* Calculate the players current "state", taking into account
* not only race/class intrinsics, but also objects being worn
*
* This function induces various "status" messages.
* </pre>
+ * @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。
*/
void calc_bonuses(player_type *creature_ptr)
{
ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
- creature_ptr->pass_wall = has_pass_wall(creature_ptr);
- creature_ptr->kill_wall = has_kill_wall(creature_ptr);
creature_ptr->xtra_might = has_xtra_might(creature_ptr);
creature_ptr->esp_evil = has_esp_evil(creature_ptr);
creature_ptr->esp_animal = has_esp_animal(creature_ptr);
creature_ptr->yoiyami = has_no_ac(creature_ptr);
creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
creature_ptr->dec_mana = has_dec_mana(creature_ptr);
- creature_ptr->reflect = has_reflect(creature_ptr);
creature_ptr->see_nocto = has_see_nocto(creature_ptr);
creature_ptr->warning = has_warning(creature_ptr);
creature_ptr->anti_magic = has_anti_magic(creature_ptr);
creature_ptr->anti_tele = has_anti_tele(creature_ptr);
- creature_ptr->sh_fire = has_sh_fire(creature_ptr);
- creature_ptr->sh_elec = has_sh_elec(creature_ptr);
- creature_ptr->sh_cold = has_sh_cold(creature_ptr);
creature_ptr->easy_spell = has_easy_spell(creature_ptr);
creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
creature_ptr->hold_exp = has_hold_exp(creature_ptr);
creature_ptr->see_inv = has_see_inv(creature_ptr);
creature_ptr->free_act = has_free_act(creature_ptr);
- creature_ptr->sustain_str = has_sustain_str(creature_ptr);
- creature_ptr->sustain_int = has_sustain_int(creature_ptr);
- creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
- creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
- creature_ptr->sustain_con = has_sustain_con(creature_ptr);
- creature_ptr->sustain_chr = has_sustain_chr(creature_ptr);
creature_ptr->levitation = has_levitation(creature_ptr);
has_can_swim(creature_ptr);
creature_ptr->slow_digest = has_slow_digest(creature_ptr);
has_curses(creature_ptr);
creature_ptr->impact = has_impact(creature_ptr);
has_extra_blow(creature_ptr);
- creature_ptr->resist_acid = has_resist_acid(creature_ptr);
- creature_ptr->resist_elec = has_resist_elec(creature_ptr);
- creature_ptr->resist_fire = has_resist_fire(creature_ptr);
- creature_ptr->resist_cold = has_resist_cold(creature_ptr);
- creature_ptr->resist_pois = has_resist_pois(creature_ptr);
- creature_ptr->resist_conf = has_resist_conf(creature_ptr);
- creature_ptr->resist_sound = has_resist_sound(creature_ptr);
- creature_ptr->resist_lite = has_resist_lite(creature_ptr);
- creature_ptr->resist_dark = has_resist_dark(creature_ptr);
- creature_ptr->resist_chaos = has_resist_chaos(creature_ptr);
- creature_ptr->resist_disen = has_resist_disen(creature_ptr);
- creature_ptr->resist_shard = has_resist_shard(creature_ptr);
- creature_ptr->resist_nexus = has_resist_nexus(creature_ptr);
- creature_ptr->resist_blind = has_resist_blind(creature_ptr);
- creature_ptr->resist_neth = has_resist_neth(creature_ptr);
- creature_ptr->resist_time = has_resist_time(creature_ptr);
- creature_ptr->resist_fear = has_resist_fear(creature_ptr);
- creature_ptr->resist_time = has_resist_time(creature_ptr);
- creature_ptr->resist_water = has_resist_water(creature_ptr);
creature_ptr->lite = has_lite(creature_ptr);
- const player_race *tmp_rp_ptr;
- if (creature_ptr->mimic_form)
- tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
- else
- tmp_rp_ptr = &race_info[creature_ptr->prace];
-
if (creature_ptr->special_defense & KAMAE_MASK) {
if (!(empty_hands_status & EMPTY_HAND_RARM)) {
set_action(creature_ptr, ACTION_NONE);
return;
put_equipment_warning(creature_ptr);
+ check_no_flowed(creature_ptr);
}
static void calc_alignment(player_type *creature_ptr)
{
int extra_shots = 0;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- creature_ptr->num_fire = 100;
+
for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
object_type *q_ptr;
q_ptr = &creature_ptr->inventory_list[i];
if (hex_spelling_any(creature_ptr))
pow -= (1 + casting_hex_num(creature_ptr));
}
- if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
+ if (player_aggravate_state(creature_ptr) == AGGRAVATE_S_FAIRY) {
pow = MIN(pow - 3, (pow + 2) / 2);
}
pow -= 7;
}
- if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
- pow -= (creature_ptr->lev) / 10;
- } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
- && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
- pow += (creature_ptr->lev) / 10;
+ if (creature_ptr->pclass == CLASS_NINJA) {
+ if (heavy_armor(creature_ptr)) {
+ pow -= (creature_ptr->lev) / 10;
+ } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
+ && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
+ pow += (creature_ptr->lev) / 10;
+ }
}
if (is_time_limit_stealth(creature_ptr))
{
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- s16b num_blow = 0;
+ s16b num_blow = 1;
o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
object_flags(creature_ptr, o_ptr, flgs);
creature_ptr->heavy_wield[i] = FALSE;
- if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
- num_blow = 1;
- } else {
+ if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
creature_ptr->heavy_wield[i] = TRUE;
}
}
if (creature_ptr->muta3) {
-
if (creature_ptr->muta3 & MUT3_HYPER_STR) {
pow += 4;
}
}
if (creature_ptr->muta3) {
-
if (creature_ptr->muta3 & MUT3_HYPER_INT) {
pow += 4;
}
s16b pow = 110;
- int j = creature_ptr->total_weight;
+ int j = calc_inventory_weight(creature_ptr);
int count;
if (!creature_ptr->riding) {
- count = (int)weight_limit(creature_ptr);
-
- const player_race *tmp_rp_ptr;
- if (creature_ptr->mimic_form)
- tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
- else
- tmp_rp_ptr = &race_info[creature_ptr->prace];
-
if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
pow += (creature_ptr->lev) / 10;
}
}
- if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
+ if ((creature_ptr->pclass == CLASS_MONK || creature_ptr->pclass == CLASS_FORCETRAINER) && !(heavy_armor(creature_ptr))) {
if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
|| (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
pow += (creature_ptr->lev) / 10;
pow += 10;
if (creature_ptr->muta3) {
-
if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
pow -= 2;
}
}
}
+ count = (int)calc_weight_limit(creature_ptr);
+ if (j > count)
+ pow -= ((j - count) / (count / 5));
} else {
monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
{
object_type *o_ptr = &creature_ptr->inventory_list[slot];
- int id = slot - INVEN_RARM;
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(creature_ptr, o_ptr, flgs);
+ player_hand calc_hand = PLAYER_HAND_OTHER;
+ if (slot == INVEN_RARM)
+ calc_hand = PLAYER_HAND_RIGHT;
+ if (slot == INVEN_LARM)
+ calc_hand = PLAYER_HAND_LEFT;
+
s16b damage = 0;
damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
damage -= 2;
} else if (creature_ptr->pclass == CLASS_BERSERKER) {
damage += creature_ptr->lev / 6;
- if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
+ if (((calc_hand == PLAYER_HAND_RIGHT) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
damage += creature_ptr->lev / 6;
}
} else if (creature_ptr->pclass == CLASS_SORCERER) {
bonus_to_d = (o_ptr->to_d + 1) / 2;
}
- if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
- damage += (s16b)bonus_to_d;
- } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
- if (id == 0)
- damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
- if (id == 1)
- damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
- } else if (id == get_default_hand(creature_ptr)) {
- damage += (s16b)bonus_to_d;
+ switch (player_melee_type(creature_ptr)) {
+ case MELEE_TYPE_BAREHAND_TWO: /* fall through */
+ case MELEE_TYPE_WEAPON_TWOHAND:
+ if (calc_hand == get_default_hand(creature_ptr))
+ damage += (s16b)bonus_to_d;
+ break;
+
+ case MELEE_TYPE_BAREHAND_RIGHT: /* fall through */
+ case MELEE_TYPE_WEAPON_RIGHT:
+ if ((calc_hand == PLAYER_HAND_RIGHT) && (i != INVEN_LEFT))
+ damage += (s16b)bonus_to_d;
+ break;
+
+ case MELEE_TYPE_BAREHAND_LEFT: /* fall through */
+ case MELEE_TYPE_WEAPON_LEFT:
+ if ((calc_hand == PLAYER_HAND_LEFT) && (i != INVEN_RIGHT))
+ damage += (s16b)bonus_to_d;
+ break;
+
+ case MELEE_TYPE_WEAPON_DOUBLE:
+ if ((calc_hand == PLAYER_HAND_RIGHT)) {
+ if (i == INVEN_RIGHT) {
+ damage += (s16b)bonus_to_d;
+ } else if (i != INVEN_LEFT) {
+ damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
+ }
+ }
+ if ((calc_hand == PLAYER_HAND_LEFT)) {
+ if (i == INVEN_LEFT) {
+ damage += (s16b)bonus_to_d;
+ } else if (i != INVEN_RIGHT) {
+ damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
+ }
+ }
+ break;
+
+ case MELEE_TYPE_SHIELD_DOUBLE:
+ break;
+
+ default:
+ break;
}
}
- if (get_default_hand(creature_ptr) == id) {
+ if (get_default_hand(creature_ptr) == calc_hand) {
if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
|| !has_disable_two_handed_bonus(creature_ptr, 0)) {
int bonus_to_d = 0;
hit -= 5;
}
+ player_hand calc_hand = PLAYER_HAND_OTHER;
+ if (slot == INVEN_RARM)
+ calc_hand = PLAYER_HAND_RIGHT;
+ if (slot == INVEN_LARM)
+ calc_hand = PLAYER_HAND_LEFT;
+
/* Default hand bonuses */
- int id = slot - INVEN_RARM;
- int default_hand = get_default_hand(creature_ptr);
- if (default_hand == id) {
- /* Add trained bonus of empty hands' combat when having no weapon and riding */
- if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
- || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
+ if (get_default_hand(creature_ptr) == calc_hand) {
+ switch (player_melee_type(creature_ptr)) {
+ case MELEE_TYPE_BAREHAND_RIGHT:
+ if (creature_ptr->riding)
+ break;
+ /* fall through */
+ case MELEE_TYPE_BAREHAND_LEFT:
+ if (creature_ptr->riding)
+ break;
+ /* fall through */
+ case MELEE_TYPE_BAREHAND_TWO:
hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
}
|| !has_disable_two_handed_bonus(creature_ptr, 0)) {
int bonus_to_h = 0;
bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
- hit += MAX(bonus_to_h, 1);
+ hit += MAX(bonus_to_h, 1);
}
}
if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
&& !has_flag(flgs, TR_RIDING)) {
-
int penalty;
if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
penalty = 5;
hit -= 2;
} else if (creature_ptr->pclass == CLASS_BERSERKER) {
hit += creature_ptr->lev / 5;
- if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
+ if (((calc_hand == PLAYER_HAND_RIGHT) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
hit += creature_ptr->lev / 5;
}
} else if (creature_ptr->pclass == CLASS_SORCERER) {
}
}
- if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
+ if (has_not_ninja_weapon(creature_ptr, (int)calc_hand) || has_not_monk_weapon(creature_ptr, (int)calc_hand)) {
hit -= 40;
}
object_type *o_ptr = &creature_ptr->inventory_list[i];
/* Ignore empty hands, handed weapons, bows and capture balls */
- if (!o_ptr->k_idx
- || o_ptr->tval == TV_CAPTURE
- || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
- || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
- || i == INVEN_BOW)
+ if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
+ || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
continue;
/* Fake value does not include unknown objects' value */
bonus_to_h = (o_ptr->to_h + 1) / 2;
}
- if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
- hit += (s16b)bonus_to_h;
- continue;
- }
+ switch (player_melee_type(creature_ptr)) {
+ case MELEE_TYPE_BAREHAND_TWO: /* fall through */
+ case MELEE_TYPE_WEAPON_TWOHAND:
+ if (calc_hand == get_default_hand(creature_ptr))
+ hit += (s16b)bonus_to_h;
+ break;
- /* When wields two weapons on each hand */
- if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
- if (default_hand == 0)
- hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
- if (default_hand == 1)
- hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
- continue;
- }
+ case MELEE_TYPE_BAREHAND_RIGHT: /* fall through */
+ case MELEE_TYPE_WEAPON_RIGHT:
+ if ((calc_hand == PLAYER_HAND_RIGHT) && (i != INVEN_LEFT))
+ hit += (s16b)bonus_to_h;
+ break;
- if (default_hand == id)
- hit += (s16b)bonus_to_h;
+ case MELEE_TYPE_BAREHAND_LEFT: /* fall through */
+ case MELEE_TYPE_WEAPON_LEFT:
+ if ((calc_hand == PLAYER_HAND_LEFT) && (i != INVEN_RIGHT))
+ hit += (s16b)bonus_to_h;
+ break;
+
+ case MELEE_TYPE_WEAPON_DOUBLE:
+ if ((calc_hand == PLAYER_HAND_RIGHT)) {
+ if (i == INVEN_RIGHT) {
+ hit += (s16b)bonus_to_h;
+ } else if (i != INVEN_LEFT) {
+ hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
+ }
+ }
+ if ((calc_hand == PLAYER_HAND_LEFT)) {
+ if (i == INVEN_LEFT) {
+ hit += (s16b)bonus_to_h;
+ } else if (i != INVEN_RIGHT) {
+ hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
+ }
+ }
+ break;
+
+ case MELEE_TYPE_SHIELD_DOUBLE:
+ break;
+
+ default:
+ break;
+ }
}
/* Martial arts bonus */
if (o_ptr->to_h > 0)
bonus_to_h = (o_ptr->to_h + 1) / 2;
}
- to_hit += (s16b)o_ptr->to_h;
+ to_hit += (s16b)bonus_to_h;
}
if (is_blessed(creature_ptr)) {
DICE_NUMBER dn = 0;
if (creature_ptr->riding) {
-
if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
dn += 2;
}
static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
{
- (creature_ptr); // unused
- (slot); // unused
+ (void)creature_ptr; // unused
+ (void)slot; // unused
return 0;
}
* Computes current weight limit.
* @return 制限重量(ポンド)
*/
-WEIGHT weight_limit(player_type *creature_ptr)
+WEIGHT calc_weight_limit(player_type *creature_ptr)
{
WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
if (creature_ptr->pclass == CLASS_BERSERKER)
return weight;
}
-static int get_default_hand(player_type *creature_ptr)
+static player_hand get_default_hand(player_type *creature_ptr)
{
- int default_hand = 0;
-
- if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
- if (!has_right_hand_weapon(creature_ptr))
- default_hand = 1;
+ switch (player_melee_type(creature_ptr)) {
+ case MELEE_TYPE_BAREHAND_TWO:
+ return PLAYER_HAND_RIGHT;
+ case MELEE_TYPE_BAREHAND_RIGHT:
+ return PLAYER_HAND_RIGHT;
+ case MELEE_TYPE_BAREHAND_LEFT:
+ return PLAYER_HAND_LEFT;
+ case MELEE_TYPE_WEAPON_RIGHT:
+ return PLAYER_HAND_RIGHT;
+ case MELEE_TYPE_WEAPON_LEFT:
+ return PLAYER_HAND_LEFT;
+ case MELEE_TYPE_WEAPON_TWOHAND:
+ return PLAYER_HAND_RIGHT;
+ case MELEE_TYPE_WEAPON_DOUBLE:
+ return PLAYER_HAND_RIGHT;
+ case MELEE_TYPE_SHIELD_DOUBLE:
+ return PLAYER_HAND_RIGHT;
}
-
- if (can_two_hands_wielding(creature_ptr)) {
- if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
- && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
- } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
- && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
- } else {
- default_hand = 1;
- }
- }
-
- return default_hand;
-}
+ return 0;
+}
\ No newline at end of file