*/
static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
{
- int hold = adj_str_hold[creature_ptr->stat_index[A_STR]];
- return (hold < o_ptr->weight / 10);
+ return (calc_bow_weight_limit(creature_ptr) < o_ptr->weight / 10);
}
/*!
object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
if (is_heavy_shoot(creature_ptr, o_ptr)) {
- pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
+ pow += 2 * (calc_bow_weight_limit(creature_ptr) - o_ptr->weight / 10);
}
if (o_ptr->k_idx) {
return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
}
-int calc_weapon_weight_limit(player_type *creature_ptr)
+WEIGHT calc_weapon_weight_limit(player_type *creature_ptr)
{
- int weight = adj_str_hold[creature_ptr->stat_index[A_STR]];
+ WEIGHT weight = adj_str_hold[creature_ptr->stat_index[A_STR]];
if (has_two_handed_weapons(creature_ptr))
weight *= 2;
return weight;
}
+WEIGHT calc_bow_weight_limit(player_type *creature_ptr)
+{
+ WEIGHT weight = adj_str_hold[creature_ptr->stat_index[A_STR]];
+
+ return weight;
+}
+
static player_hand main_attack_hand(player_type *creature_ptr)
{
switch (player_melee_type(creature_ptr)) {
int riding_exp_level(int riding_exp);
int spell_exp_level(int spell_exp);
-int calc_weapon_weight_limit(player_type *creature_ptr);
+WEIGHT calc_weapon_weight_limit(player_type *creature_ptr);
+WEIGHT calc_bow_weight_limit(player_type *creature_ptr);
WEIGHT calc_inventory_weight(player_type *creature_ptr);
s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr);