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character_xtra時でもプレイヤーの善悪を計算するようにした. 種族別で善
authornothere <nothere@0568b783-4c39-0410-ac80-bf13821ea2a2>
Sun, 23 Nov 2003 18:19:33 +0000 (18:19 +0000)
committernothere <nothere@0568b783-4c39-0410-ac80-bf13821ea2a2>
Sun, 23 Nov 2003 18:19:33 +0000 (18:19 +0000)
悪に影響する処理は種族別フラグの処理と同時に行うことにした. 『神罰の
鉄球』での属性変化は武器のループに含めた.

src/xtra1.c

index 1f0f21f..f2c74f2 100644 (file)
@@ -3096,7 +3096,7 @@ void calc_bonuses(void)
        p_ptr->hidarite = FALSE;
        p_ptr->no_flowed = FALSE;
 
-       p_ptr->align = 0;
+       p_ptr->align = friend_align;
 
        if (p_ptr->mimic_form) tmp_rp_ptr = &mimic_info[p_ptr->mimic_form];
        else tmp_rp_ptr = &race_info[p_ptr->prace];
@@ -3254,27 +3254,28 @@ void calc_bonuses(void)
        /***** Races ****/
        if (p_ptr->mimic_form)
        {
-               switch(p_ptr->mimic_form)
+               switch (p_ptr->mimic_form)
                {
                case MIMIC_DEMON:
-                       p_ptr->hold_life=TRUE;
-                       p_ptr->resist_chaos=TRUE;
-                       p_ptr->resist_neth=TRUE;
-                       p_ptr->resist_fire=TRUE;
+                       p_ptr->hold_life = TRUE;
+                       p_ptr->resist_chaos = TRUE;
+                       p_ptr->resist_neth = TRUE;
+                       p_ptr->resist_fire = TRUE;
                        p_ptr->oppose_fire = 1;
                        p_ptr->see_inv=TRUE;
                        new_speed += 3;
                        p_ptr->redraw |= PR_STATUS;
                        p_ptr->to_a += 10;
                        p_ptr->dis_to_a += 10;
+                       p_ptr->align -= 200;
                        break;
                case MIMIC_DEMON_LORD:
-                       p_ptr->hold_life=TRUE;
-                       p_ptr->resist_chaos=TRUE;
-                       p_ptr->resist_neth=TRUE;
-                       p_ptr->immune_fire=TRUE;
+                       p_ptr->hold_life = TRUE;
+                       p_ptr->resist_chaos = TRUE;
+                       p_ptr->resist_neth = TRUE;
+                       p_ptr->immune_fire = TRUE;
                        p_ptr->resist_acid = TRUE;
-                       p_ptr->resist_fire=TRUE;
+                       p_ptr->resist_fire = TRUE;
                        p_ptr->resist_cold = TRUE;
                        p_ptr->resist_elec = TRUE;
                        p_ptr->resist_pois = TRUE;
@@ -3290,6 +3291,7 @@ void calc_bonuses(void)
                        new_speed += 5;
                        p_ptr->to_a += 20;
                        p_ptr->dis_to_a += 20;
+                       p_ptr->align -= 200;
                        break;
                case MIMIC_VAMPIRE:
                        p_ptr->resist_dark = TRUE;
@@ -3307,8 +3309,8 @@ void calc_bonuses(void)
        }
        else
        {
-       switch (p_ptr->prace)
-       {
+               switch (p_ptr->prace)
+               {
                case RACE_ELF:
                        p_ptr->resist_lite = TRUE;
                        break;
@@ -3481,18 +3483,19 @@ void calc_bonuses(void)
                case RACE_ANGEL:
                        p_ptr->ffall = TRUE;
                        p_ptr->see_inv = TRUE;
+                       p_ptr->align += 200;
                        break;
                case RACE_DEMON:
                        p_ptr->resist_fire  = TRUE;
                        p_ptr->resist_neth  = TRUE;
                        p_ptr->hold_life = TRUE;
-                       if (p_ptr->lev > 9)
-                               p_ptr->see_inv = TRUE;
+                       if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
                        if (p_ptr->lev > 44)
                        {
                                p_ptr->oppose_fire = 1;
                                p_ptr->redraw |= PR_STATUS;
                        }
+                       p_ptr->align -= 200;
                        break;
                case RACE_DUNADAN:
                        p_ptr->sustain_con = TRUE;
@@ -3512,7 +3515,7 @@ void calc_bonuses(void)
                default:
                        /* Do nothing */
                        ;
-       }
+               }
        }
 
        if (p_ptr->ult_res || (p_ptr->special_defense & KATA_MUSOU))
@@ -5074,7 +5077,7 @@ void calc_bonuses(void)
                monk_armour_aux = TRUE;
        }
 
-       for (i = 0 ; i < 2 ; i++)
+       for (i = 0; i < 2; i++)
        {
                if (buki_motteruka(INVEN_RARM+i))
                {
@@ -5083,17 +5086,14 @@ void calc_bonuses(void)
 
                        p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
                        p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
-                       if ((p_ptr->pclass == CLASS_MONK) && !(s_info[CLASS_MONK].w_max[tval][sval]))
+                       if ((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER))
                        {
-                               p_ptr->to_h[i] -= 40;
-                               p_ptr->dis_to_h[i] -= 40;
-                               p_ptr->icky_wield[i] = TRUE;
-                       }
-                       else if ((p_ptr->pclass == CLASS_FORCETRAINER) && !(s_info[CLASS_FORCETRAINER].w_max[tval][sval]))
-                       {
-                               p_ptr->to_h[i] -= 40;
-                               p_ptr->dis_to_h[i] -= 40;
-                               p_ptr->icky_wield[i] = TRUE;
+                               if (!s_info[p_ptr->pclass].w_max[tval][sval])
+                               {
+                                       p_ptr->to_h[i] -= 40;
+                                       p_ptr->dis_to_h[i] -= 40;
+                                       p_ptr->icky_wield[i] = TRUE;
+                               }
                        }
                        else if (p_ptr->pclass == CLASS_NINJA)
                        {
@@ -5106,6 +5106,8 @@ void calc_bonuses(void)
                                        if (p_ptr->num_blow[i] < 1) p_ptr->num_blow[i] = 1;
                                }
                        }
+
+                       if (inventory[INVEN_RARM + i].name1 == ART_IRON_BALL) p_ptr->align -= 1000;
                }
        }
 
@@ -5232,6 +5234,44 @@ void calc_bonuses(void)
        if (p_ptr->immune_fire) p_ptr->resist_fire = TRUE;
        if (p_ptr->immune_cold) p_ptr->resist_cold = TRUE;
 
+       /* Determine player alignment */
+       for (i = 0, j = 0; i < 8; i++)
+       {
+               switch (p_ptr->vir_types[i])
+               {
+               case V_JUSTICE:
+                       p_ptr->align += p_ptr->virtues[i] * 2;
+                       break;
+               case V_CHANCE:
+                       /* Do nothing */
+                       break;
+               case V_NATURE:
+               case V_HARMONY:
+                       neutral[j++] = i;
+                       break;
+               case V_UNLIFE:
+                       p_ptr->align -= p_ptr->virtues[i];
+                       break;
+               default:
+                       p_ptr->align += p_ptr->virtues[i];
+                       break;
+               }
+       }
+
+       for (i = 0; i < j; i++)
+       {
+               if (p_ptr->align > 0)
+               {
+                       p_ptr->align -= p_ptr->virtues[neutral[i]] / 2;
+                       if (p_ptr->align < 0) p_ptr->align = 0;
+               }
+               else if (p_ptr->align < 0)
+               {
+                       p_ptr->align += p_ptr->virtues[neutral[i]] / 2;
+                       if (p_ptr->align > 0) p_ptr->align = 0;
+               }
+       }
+
        /* Hack -- handle "xtra" mode */
        if (character_xtra) return;
 
@@ -5271,7 +5311,7 @@ void calc_bonuses(void)
                p_ptr->old_heavy_shoot = p_ptr->heavy_shoot;
        }
 
-       for(i = 0 ; i < 2 ; i++)
+       for (i = 0 ; i < 2 ; i++)
        {
                /* Take note when "heavy weapon" changes */
                if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
@@ -5441,39 +5481,6 @@ msg_print("
                monk_notify_aux = monk_armour_aux;
        }
 
-       j = 0;
-       p_ptr->align = friend_align;
-
-       /* Determine player alignment */
-       for (i = 0; i < 8; i++)
-       {
-               if ((p_ptr->vir_types[i] == V_HARMONY) || (p_ptr->vir_types[i] == V_NATURE))
-               {
-                       neutral[j] = i;
-                       j++;
-               }
-               else if (p_ptr->vir_types[i] == V_UNLIFE) p_ptr->align -= p_ptr->virtues[i];
-               else if (p_ptr->vir_types[i] == V_JUSTICE) p_ptr->align += (p_ptr->virtues[i]*2);
-               else if (p_ptr->vir_types[i] != V_CHANCE) p_ptr->align += p_ptr->virtues[i];
-       }
-       if ((inventory[INVEN_RARM].name1 == ART_IRON_BALL) || (inventory[INVEN_LARM].name1 == ART_IRON_BALL)) p_ptr->align -= 1000;
-       if (prace_is_(RACE_ANGEL)) p_ptr->align += 200;
-       if ((prace_is_(RACE_DEMON)) || (p_ptr->mimic_form == MIMIC_DEMON_LORD) || (p_ptr->mimic_form == MIMIC_DEMON)) p_ptr->align -= 200;
-       while (j)
-       {
-               j--;
-               if (p_ptr->align > 0)
-               {
-                       p_ptr->align -= (p_ptr->virtues[neutral[j]]/2);
-                       if (p_ptr->align < 0) p_ptr->align = 0;
-               }
-               else if (p_ptr->align < 0)
-               {
-                       p_ptr->align += (p_ptr->virtues[neutral[j]]/2);
-                       if (p_ptr->align > 0) p_ptr->align = 0;
-               }
-       }
-
        for (i = 0; i < INVEN_PACK; i++)
        {
 #if 0