static s16b calc_charisma_addition(player_type *creature_ptr);
static s16b calc_to_magic_chance(player_type *creature_ptr);
static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
-static void calc_base_ac_display(player_type *creature_ptr);
static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr);
static void calc_to_ac_display(player_type *creature_ptr);
static s16b calc_speed(player_type *creature_ptr);
creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
creature_ptr->ac = calc_base_ac(creature_ptr);
creature_ptr->to_a = calc_to_ac(creature_ptr);
- calc_base_ac_display(creature_ptr);
+ creature_ptr->dis_ac = calc_base_ac(creature_ptr);
calc_to_ac_display(creature_ptr);
for (int i = 0; i < A_MAX; i++) {
return ac;
}
-static void calc_base_ac_display(player_type *creature_ptr)
-{
- creature_ptr->dis_ac = 0;
- if (creature_ptr->yoiyami)
- return;
-
- for (int i = INVEN_RARM; i < INVEN_TOTAL; i++) {
- object_type *o_ptr;
- o_ptr = &creature_ptr->inventory_list[i];
- if (!o_ptr->k_idx)
- continue;
- creature_ptr->dis_ac += o_ptr->ac;
- }
- if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
- || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
- creature_ptr->dis_ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
- }
-}
-
static void calc_to_ac_display(player_type *creature_ptr)
{
creature_ptr->dis_to_a = 0;