creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
creature_ptr->dis_ac = calc_base_ac(creature_ptr);
creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
-
+
for (int i = 0; i < A_MAX; i++) {
calc_top_status(creature_ptr, i);
calc_use_status(creature_ptr, i);
calc_ind_status(creature_ptr, i);
}
- o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
- creature_ptr->heavy_shoot = is_heavy_shoot(creature_ptr, o_ptr);
-
+ o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
if (o_ptr->k_idx) {
creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
- if (o_ptr->k_idx && !creature_ptr->heavy_shoot) {
+ if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
}
}
void put_equipment_warning(player_type *creature_ptr)
{
- if (creature_ptr->old_heavy_shoot != creature_ptr->heavy_shoot) {
- if (creature_ptr->heavy_shoot) {
+ bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
+ if (creature_ptr->old_heavy_shoot != heavy_shoot) {
+ if (heavy_shoot) {
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."));
} else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
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."));
} else {
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."));
}
-
- creature_ptr->old_heavy_shoot = creature_ptr->heavy_shoot;
+ creature_ptr->old_heavy_shoot = heavy_shoot;
}
for (int i = 0; i < 2; i++) {
}
if (o_ptr->k_idx) {
- if (o_ptr->k_idx && !creature_ptr->heavy_shoot) {
+ if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
pow += (10 + (creature_ptr->lev / 5));
}
bool cumber_armor; /* Mana draining armor */
bool cumber_glove; /* Mana draining gloves */
bool heavy_wield[2]; /* Heavy weapon */
- bool heavy_shoot; /* Heavy shooter */
bool icky_wield[2]; /* Icky weapon */
bool riding_wield[2]; /* Riding weapon */
bool riding_ryoute; /* Riding weapon */