/*!
* @brief プレイヤーの打撃能力修正を表示する
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @param hand 武器の装備部位ID
* @param hand_entry 項目ID
* @return なし
*/
-static void display_player_melee_bonus(int hand, int hand_entry)
+static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
{
char buf[160];
- HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
- HIT_POINT show_todam = p_ptr->dis_to_d[hand];
- object_type *o_ptr = &p_ptr->inventory_list[INVEN_RARM + hand];
+ HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
+ HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
+ object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
/* Hack -- add in weapon info if known */
if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
- show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
+ show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
/* Melee attacks */
sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
/* Dump the bonuses to hit/dam */
- if (!has_melee_weapon(p_ptr, INVEN_RARM) && !has_melee_weapon(p_ptr, INVEN_LARM))
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
- else if (p_ptr->ryoute)
+ else if (creature_ptr->ryoute)
display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
else
display_player_one_line(hand_entry, buf, TERM_L_BLUE);
if (creature_ptr->migite)
{
- display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
+ display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
}
if (creature_ptr->hidarite)
{
- display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
+ display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
}
else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
{
}
else
{
- if (MON_FAST(&p_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
- if (MON_SLOW(&p_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
+ if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
+ if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
}
if (tmp_speed)