1 #include "player/player-status.h"
2 #include "artifact/fixed-art-types.h"
3 #include "autopick/autopick-reader-writer.h"
4 #include "autopick/autopick.h"
5 #include "cmd-action/cmd-pet.h"
6 #include "cmd-action/cmd-spell.h"
7 #include "cmd-io/cmd-dump.h"
8 #include "cmd-item/cmd-magiceat.h"
9 #include "combat/attack-power-table.h"
10 #include "core/asking-player.h"
11 #include "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/dungeon.h"
17 #include "effect/effect-characteristics.h"
18 #include "floor/cave.h"
19 #include "floor/floor-events.h"
20 #include "floor/floor-leaver.h"
21 #include "floor/floor-save.h"
22 #include "floor/floor-util.h"
23 #include "game-option/birth-options.h"
24 #include "grid/feature.h"
25 #include "inventory/inventory-object.h"
26 #include "inventory/inventory-slot-types.h"
27 #include "io/input-key-acceptor.h"
28 #include "io/write-diary.h"
29 #include "main/sound-definitions-table.h"
30 #include "main/sound-of-music.h"
31 #include "market/arena-info-table.h"
32 #include "mind/mind-force-trainer.h"
33 #include "mind/mind-ninja.h"
34 #include "monster-floor/monster-lite.h"
35 #include "monster-floor/monster-remover.h"
36 #include "monster-race/monster-race-hook.h"
37 #include "monster-race/monster-race.h"
38 #include "monster-race/race-flags1.h"
39 #include "monster-race/race-flags2.h"
40 #include "monster-race/race-flags3.h"
41 #include "monster-race/race-flags7.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/smart-learn-types.h"
46 #include "mutation/mutation-calculator.h"
47 #include "mutation/mutation-flag-types.h"
48 #include "mutation/mutation-investor-remover.h"
49 #include "object-enchant/object-ego.h"
50 #include "object-enchant/special-object-flags.h"
51 #include "object-enchant/tr-types.h"
52 #include "object-enchant/trc-types.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-checker.h"
55 #include "object-hook/hook-weapon.h"
56 #include "object/object-flags.h"
57 #include "object/object-info.h"
58 #include "object/object-mark-types.h"
59 #include "perception/object-perception.h"
60 #include "pet/pet-util.h"
61 #include "player-info/avatar.h"
62 #include "player/attack-defense-types.h"
63 #include "player/digestion-processor.h"
64 #include "player/mimic-info-table.h"
65 #include "player/patron.h"
66 #include "player/player-class.h"
67 #include "player/player-damage.h"
68 #include "player/player-move.h"
69 #include "player/player-personalities-types.h"
70 #include "player/player-personality.h"
71 #include "player/player-race-types.h"
72 #include "player/player-skill.h"
73 #include "player/player-status-flags.h"
74 #include "player/player-status-table.h"
75 #include "player/player-view.h"
76 #include "player/race-info-table.h"
77 #include "player/special-defense-types.h"
78 #include "realm/realm-hex-numbers.h"
79 #include "realm/realm-names-table.h"
80 #include "realm/realm-song-numbers.h"
81 #include "specific-object/bow.h"
82 #include "specific-object/torch.h"
83 #include "spell-realm/spells-hex.h"
84 #include "spell/range-calc.h"
85 #include "spell/spells-describer.h"
86 #include "spell/spells-execution.h"
87 #include "spell/spells-status.h"
88 #include "spell/technic-info-table.h"
89 #include "status/action-setter.h"
90 #include "status/base-status.h"
91 #include "sv-definition/sv-lite-types.h"
92 #include "sv-definition/sv-weapon-types.h"
93 #include "system/angband.h"
94 #include "system/floor-type-definition.h"
95 #include "term/screen-processor.h"
96 #include "util/bit-flags-calculator.h"
97 #include "util/quarks.h"
98 #include "util/string-processor.h"
99 #include "view/display-messages.h"
100 #include "world/world.h"
102 static bool is_martial_arts_mode(player_type *creature_ptr);
104 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr);
105 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr);
106 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr);
107 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr);
108 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr);
109 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr);
110 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr);
111 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr);
112 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr);
113 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr);
114 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr);
115 static s16b calc_num_blow(player_type *creature_ptr, int i);
116 static s16b calc_strength_addition(player_type *creature_ptr);
117 static s16b calc_intelligence_addition(player_type *creature_ptr);
118 static s16b calc_wisdom_addition(player_type *creature_ptr);
119 static s16b calc_dexterity_addition(player_type *creature_ptr);
120 static s16b calc_constitution_addition(player_type *creature_ptr);
121 static s16b calc_charisma_addition(player_type *creature_ptr);
122 static s16b calc_to_magic_chance(player_type *creature_ptr);
123 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
124 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value);
125 static s16b calc_speed(player_type *creature_ptr);
126 static s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot);
127 static void calc_use_status(player_type *creature_ptr, int status);
128 static void calc_top_status(player_type *creature_ptr, int status);
129 static void calc_ind_status(player_type *creature_ptr, int status);
130 static s16b calc_riding_bow_penalty(player_type *creature_ptr);
131 static void put_equipment_warning(player_type *creature_ptr);
133 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
134 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
136 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value);
138 static s16b calc_to_damage_misc(player_type *creature_ptr);
139 static s16b calc_to_hit_misc(player_type *creature_ptr);
141 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
142 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
144 static int get_default_hand(player_type *creature_ptr);
146 /*** Player information ***/
149 * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
154 * @brief プレイヤー用のクリーチャー構造体参照ポインタ / Pointer to the player info
156 player_type *p_ptr = &p_body;
159 * @brief クリーチャーの抽象的善悪アライメントの表記を返す。 / Return alignment title
160 * @param creature_ptr 算出するクリーチャーの参照ポインタ。
161 * @return アライメントの表記を返す。
163 concptr your_alignment(player_type *creature_ptr)
165 if (creature_ptr->align > 150)
166 return _("大善", "Lawful");
167 else if (creature_ptr->align > 50)
168 return _("中善", "Good");
169 else if (creature_ptr->align > 10)
170 return _("小善", "Neutral Good");
171 else if (creature_ptr->align > -11)
172 return _("中立", "Neutral");
173 else if (creature_ptr->align > -51)
174 return _("小悪", "Neutral Evil");
175 else if (creature_ptr->align > -151)
176 return _("中悪", "Evil");
178 return _("大悪", "Chaotic");
182 * @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
183 * @param weapon_exp 経験値
186 int weapon_exp_level(int weapon_exp)
188 if (weapon_exp < WEAPON_EXP_BEGINNER)
189 return EXP_LEVEL_UNSKILLED;
190 else if (weapon_exp < WEAPON_EXP_SKILLED)
191 return EXP_LEVEL_BEGINNER;
192 else if (weapon_exp < WEAPON_EXP_EXPERT)
193 return EXP_LEVEL_SKILLED;
194 else if (weapon_exp < WEAPON_EXP_MASTER)
195 return EXP_LEVEL_EXPERT;
197 return EXP_LEVEL_MASTER;
201 * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
202 * @param weapon_exp 経験値
205 int riding_exp_level(int riding_exp)
207 if (riding_exp < RIDING_EXP_BEGINNER)
208 return EXP_LEVEL_UNSKILLED;
209 else if (riding_exp < RIDING_EXP_SKILLED)
210 return EXP_LEVEL_BEGINNER;
211 else if (riding_exp < RIDING_EXP_EXPERT)
212 return EXP_LEVEL_SKILLED;
213 else if (riding_exp < RIDING_EXP_MASTER)
214 return EXP_LEVEL_EXPERT;
216 return EXP_LEVEL_MASTER;
220 * @brief クリーチャーの呪文レベルの抽象的ランクを返す。 / Return proficiency level of spells
221 * @param spell_exp 経験値
224 int spell_exp_level(int spell_exp)
226 if (spell_exp < SPELL_EXP_BEGINNER)
227 return EXP_LEVEL_UNSKILLED;
228 else if (spell_exp < SPELL_EXP_SKILLED)
229 return EXP_LEVEL_BEGINNER;
230 else if (spell_exp < SPELL_EXP_EXPERT)
231 return EXP_LEVEL_SKILLED;
232 else if (spell_exp < SPELL_EXP_MASTER)
233 return EXP_LEVEL_EXPERT;
235 return EXP_LEVEL_MASTER;
239 * @brief 遅延描画更新 / Delayed visual update
240 * @details update_view(), update_lite(), update_mon_lite() においてのみ更新すること / Only used if update_view(), update_lite() or update_mon_lite() was called
241 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
242 * @todo 将来独自インターフェース実装にはz-term系に追い出すべきか?
245 static void delayed_visual_update(player_type *player_ptr)
247 floor_type *floor_ptr = player_ptr->current_floor_ptr;
248 for (int i = 0; i < floor_ptr->redraw_n; i++) {
249 POSITION y = floor_ptr->redraw_y[i];
250 POSITION x = floor_ptr->redraw_x[i];
252 g_ptr = &floor_ptr->grid_array[y][x];
253 if (!(g_ptr->info & CAVE_REDRAW))
256 if (g_ptr->info & CAVE_NOTE)
257 note_spot(player_ptr, y, x);
259 lite_spot(player_ptr, y, x);
261 update_monster(player_ptr, g_ptr->m_idx, FALSE);
263 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
266 floor_ptr->redraw_n = 0;
270 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
271 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
272 * @return 重すぎるならばTRUE
274 static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
276 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
277 return (hold < o_ptr->weight / 10);
282 * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
285 WEIGHT calc_inventory_weight(player_type *creature_ptr)
290 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
291 o_ptr = &creature_ptr->inventory_list[i];
294 weight += o_ptr->weight * o_ptr->number;
299 * @brief プレイヤーの全ステータスを更新する /
300 * Calculate the players current "state", taking into account
301 * not only race/class intrinsics, but also objects being worn
302 * and temporary spell effects.
306 * See also calc_mana() and calc_hitpoints().
308 * Take note of the new "speed code", in particular, a very strong
309 * player will start slowing down as soon as he reaches 150 pounds,
310 * but not until he reaches 450 pounds will he be half as fast as
311 * a normal kobold. This both hurts and helps the player, hurts
312 * because in the old days a player could just avoid 300 pounds,
313 * and helps because now carrying 300 pounds is not very painful.
315 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
316 * damage, since that would affect non-combat things. These values
317 * are actually added in later, at the appropriate place.
319 * This function induces various "status" messages.
321 * @todo ここで計算していた各値は一部の状態変化メッセージ処理を除き、今後必要な時に適示計算する形に移行するためほぼすべて削られる。
323 void calc_bonuses(player_type *creature_ptr)
325 int empty_hands_status = empty_hands(creature_ptr, TRUE);
328 /* Save the old vision stuff */
329 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
330 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
331 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
332 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
333 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
334 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
335 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
336 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
337 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
338 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
339 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
340 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
341 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
342 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
343 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
344 s16b old_speed = creature_ptr->pspeed;
346 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
347 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
349 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
350 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
351 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
352 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
353 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
354 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
355 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
356 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
357 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
358 creature_ptr->esp_human = has_esp_human(creature_ptr);
359 creature_ptr->esp_good = has_esp_good(creature_ptr);
360 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
361 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
362 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
363 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
364 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
365 creature_ptr->down_saving = has_down_saving(creature_ptr);
366 creature_ptr->yoiyami = has_no_ac(creature_ptr);
367 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
368 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
369 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
370 creature_ptr->warning = has_warning(creature_ptr);
371 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
372 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
373 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
374 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
375 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
376 creature_ptr->see_inv = has_see_inv(creature_ptr);
377 creature_ptr->free_act = has_free_act(creature_ptr);
378 creature_ptr->levitation = has_levitation(creature_ptr);
379 has_can_swim(creature_ptr);
380 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
381 creature_ptr->regenerate = has_regenerate(creature_ptr);
382 has_curses(creature_ptr);
383 creature_ptr->impact = has_impact(creature_ptr);
384 has_extra_blow(creature_ptr);
386 creature_ptr->lite = has_lite(creature_ptr);
388 if (creature_ptr->special_defense & KAMAE_MASK) {
389 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
390 set_action(creature_ptr, ACTION_NONE);
394 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
395 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
396 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
397 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
398 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
399 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
400 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
401 creature_ptr->ac = calc_base_ac(creature_ptr);
402 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
403 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
404 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
406 for (int i = 0; i < A_MAX; i++) {
407 calc_top_status(creature_ptr, i);
408 calc_use_status(creature_ptr, i);
409 calc_ind_status(creature_ptr, i);
412 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
414 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
415 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
416 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
420 for (int i = 0; i < 2; i++) {
421 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
422 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
423 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
424 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
425 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
428 creature_ptr->pspeed = calc_speed(creature_ptr);
429 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
430 creature_ptr->skill_stl = calc_stealth(creature_ptr);
431 creature_ptr->skill_dis = calc_disarming(creature_ptr);
432 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
433 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
434 creature_ptr->skill_srh = calc_search(creature_ptr);
435 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
436 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
437 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
438 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
439 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
440 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
441 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
442 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
443 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
444 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
445 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
446 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
447 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
448 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
449 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
450 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
451 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
453 if (old_mighty_throw != creature_ptr->mighty_throw) {
454 creature_ptr->window |= PW_INVEN;
457 if (creature_ptr->telepathy != old_telepathy) {
458 creature_ptr->update |= (PU_MONSTERS);
461 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
462 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
463 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
464 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
465 creature_ptr->update |= (PU_MONSTERS);
468 if (creature_ptr->see_inv != old_see_inv) {
469 creature_ptr->update |= (PU_MONSTERS);
472 if (creature_ptr->pspeed != old_speed) {
473 creature_ptr->redraw |= (PR_SPEED);
476 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
477 creature_ptr->redraw |= (PR_ARMOR);
478 creature_ptr->window |= (PW_PLAYER);
481 if (current_world_ptr->character_xtra)
484 put_equipment_warning(creature_ptr);
485 check_no_flowed(creature_ptr);
488 static void calc_alignment(player_type *creature_ptr)
490 creature_ptr->align = 0;
491 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
492 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
495 m_ptr = &floor_ptr->m_list[m_idx];
496 if (!monster_is_valid(m_ptr))
498 r_ptr = &r_info[m_ptr->r_idx];
503 if (r_ptr->flags3 & RF3_GOOD)
504 creature_ptr->align += r_ptr->level;
505 if (r_ptr->flags3 & RF3_EVIL)
506 creature_ptr->align -= r_ptr->level;
509 if (creature_ptr->mimic_form) {
510 switch (creature_ptr->mimic_form) {
512 creature_ptr->align -= 200;
514 case MIMIC_DEMON_LORD:
515 creature_ptr->align -= 200;
519 switch (creature_ptr->prace) {
521 creature_ptr->align += 200;
524 creature_ptr->align -= 200;
529 for (int i = 0; i < 2; i++) {
530 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
532 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
534 creature_ptr->align -= 1000;
539 for (int i = 0; i < 8; i++) {
540 switch (creature_ptr->vir_types[i]) {
542 creature_ptr->align += creature_ptr->virtues[i] * 2;
551 creature_ptr->align -= creature_ptr->virtues[i];
554 creature_ptr->align += creature_ptr->virtues[i];
559 for (int i = 0; i < j; i++) {
560 if (creature_ptr->align > 0) {
561 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
562 if (creature_ptr->align < 0)
563 creature_ptr->align = 0;
564 } else if (creature_ptr->align < 0) {
565 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
566 if (creature_ptr->align > 0)
567 creature_ptr->align = 0;
573 * @brief プレイヤーの最大HPを計算する /
574 * Calculate the players (maximal) hit points
575 * Adjust current hitpoints if necessary
579 static void calc_hitpoints(player_type *creature_ptr)
581 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
582 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
585 if (creature_ptr->mimic_form) {
586 if (creature_ptr->pclass == CLASS_SORCERER)
587 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
589 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
590 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
593 if (creature_ptr->pclass == CLASS_SORCERER) {
594 if (creature_ptr->lev < 30)
595 mhp = (mhp * (45 + creature_ptr->lev) / 100);
597 mhp = (mhp * 75 / 100);
598 bonus = (bonus * 65 / 100);
603 if (creature_ptr->pclass == CLASS_BERSERKER) {
604 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
607 if (mhp < creature_ptr->lev + 1)
608 mhp = creature_ptr->lev + 1;
609 if (is_hero(creature_ptr))
611 if (is_shero(creature_ptr))
613 if (creature_ptr->tsuyoshi)
615 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
617 if (hex_spelling(creature_ptr, HEX_BUILDING))
619 if (creature_ptr->mhp == mhp)
622 if (creature_ptr->chp >= mhp) {
623 creature_ptr->chp = mhp;
624 creature_ptr->chp_frac = 0;
628 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
629 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
632 creature_ptr->mhp = mhp;
634 creature_ptr->redraw |= PR_HP;
635 creature_ptr->window |= PW_PLAYER;
639 * @brief プレイヤーの現在学習可能な魔法数を計算し、増減に応じて魔法の忘却、再学習を処置する。 /
640 * Calculate number of spells player should have, and forget,
641 * or remember, spells until that number is properly reflected.
644 * Note that this function induces various "status" messages,
645 * which must be bypasses until the character is created.
647 static void calc_spells(player_type *creature_ptr)
649 if (!mp_ptr->spell_book)
651 if (!current_world_ptr->character_generated)
653 if (current_world_ptr->character_xtra)
655 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
656 creature_ptr->new_spells = 0;
660 concptr p = spell_category_name(mp_ptr->spell_book);
661 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
665 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
667 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
671 if (creature_ptr->pclass == CLASS_SAMURAI) {
673 } else if (creature_ptr->realm2 == REALM_NONE) {
674 num_allowed = (num_allowed + 1) / 2;
675 if (num_allowed > (32 + bonus))
676 num_allowed = 32 + bonus;
677 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
678 if (num_allowed > (96 + bonus))
679 num_allowed = 96 + bonus;
681 if (num_allowed > (80 + bonus))
682 num_allowed = 80 + bonus;
685 int num_boukyaku = 0;
686 for (int j = 0; j < 64; j++) {
687 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
692 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
693 for (int i = 63; i >= 0; i--) {
694 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
697 int j = creature_ptr->spell_order[i];
701 const magic_type *s_ptr;
702 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
704 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
706 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
708 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
710 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
712 if (s_ptr->slevel <= creature_ptr->lev)
715 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
716 if (!is_spell_learned)
721 creature_ptr->spell_forgotten1 |= (1L << j);
722 which = creature_ptr->realm1;
724 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
725 which = creature_ptr->realm2;
729 creature_ptr->spell_learned1 &= ~(1L << j);
730 which = creature_ptr->realm1;
732 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
733 which = creature_ptr->realm2;
737 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
739 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
741 creature_ptr->new_spells++;
744 /* Forget spells if we know too many spells */
745 for (int i = 63; i >= 0; i--) {
746 if (creature_ptr->new_spells >= 0)
748 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
751 int j = creature_ptr->spell_order[i];
755 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
756 if (!is_spell_learned)
761 creature_ptr->spell_forgotten1 |= (1L << j);
762 which = creature_ptr->realm1;
764 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
765 which = creature_ptr->realm2;
769 creature_ptr->spell_learned1 &= ~(1L << j);
770 which = creature_ptr->realm1;
772 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
773 which = creature_ptr->realm2;
777 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
779 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
781 creature_ptr->new_spells++;
784 /* Check for spells to remember */
785 for (int i = 0; i < 64; i++) {
786 if (creature_ptr->new_spells <= 0)
788 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
790 int j = creature_ptr->spell_order[i];
794 const magic_type *s_ptr;
795 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
797 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
799 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
801 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
803 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
805 if (s_ptr->slevel > creature_ptr->lev)
808 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
809 if (!is_spell_learned)
814 creature_ptr->spell_forgotten1 &= ~(1L << j);
815 which = creature_ptr->realm1;
817 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
818 which = creature_ptr->realm2;
822 creature_ptr->spell_learned1 |= (1L << j);
823 which = creature_ptr->realm1;
825 creature_ptr->spell_learned2 |= (1L << (j - 32));
826 which = creature_ptr->realm2;
830 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
832 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
834 creature_ptr->new_spells--;
837 if (creature_ptr->realm2 == REALM_NONE) {
839 for (int j = 0; j < 32; j++) {
840 const magic_type *s_ptr;
841 if (!is_magic(creature_ptr->realm1))
842 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
844 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
846 if (s_ptr->slevel > creature_ptr->lev)
849 if (creature_ptr->spell_learned1 & (1L << j)) {
858 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
859 creature_ptr->new_spells = (s16b)k;
863 if (creature_ptr->new_spells < 0)
864 creature_ptr->new_spells = 0;
866 if (creature_ptr->old_spells == creature_ptr->new_spells)
869 if (creature_ptr->new_spells) {
871 if (creature_ptr->new_spells < 10) {
872 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
874 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
877 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
881 creature_ptr->old_spells = creature_ptr->new_spells;
882 creature_ptr->redraw |= PR_STUDY;
883 creature_ptr->window |= PW_OBJECT;
887 * @brief プレイヤーの最大MPを計算する /
888 * Calculate maximum mana. You do not need to know any spells.
889 * Note that mana is lowered by heavy (or inappropriate) armor.
892 * This function induces status messages.
894 static void calc_mana(player_type *creature_ptr)
896 if (!mp_ptr->spell_book)
900 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
901 levels = creature_ptr->lev;
903 if (mp_ptr->spell_first > creature_ptr->lev) {
904 creature_ptr->msp = 0;
905 creature_ptr->redraw |= (PR_MANA);
909 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
913 if (creature_ptr->pclass == CLASS_SAMURAI) {
914 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
916 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
918 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
922 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
923 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
925 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
927 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
928 msp += msp * (25 + creature_ptr->lev) / 100;
931 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
932 BIT_FLAGS flgs[TR_FLAG_SIZE];
933 creature_ptr->cumber_glove = FALSE;
935 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
936 object_flags(creature_ptr, o_ptr, flgs);
937 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
938 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
939 creature_ptr->cumber_glove = TRUE;
944 creature_ptr->cumber_armor = FALSE;
947 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
948 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
949 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
950 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
951 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
952 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
953 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
954 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
955 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
957 switch (creature_ptr->pclass) {
959 case CLASS_HIGH_MAGE:
960 case CLASS_BLUE_MAGE:
962 case CLASS_FORCETRAINER:
963 case CLASS_SORCERER: {
964 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
965 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
966 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
967 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
972 case CLASS_TOURIST: {
973 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
974 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
975 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
976 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
979 case CLASS_MINDCRAFTER:
980 case CLASS_BEASTMASTER:
981 case CLASS_MIRROR_MASTER: {
982 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
983 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
984 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
985 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
991 case CLASS_WARRIOR_MAGE: {
992 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
993 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
994 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
995 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
999 case CLASS_CHAOS_WARRIOR: {
1000 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1001 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1002 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1003 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1011 int max_wgt = mp_ptr->spell_weight;
1012 if ((cur_wgt - max_wgt) > 0) {
1013 creature_ptr->cumber_armor = TRUE;
1014 switch (creature_ptr->pclass) {
1016 case CLASS_HIGH_MAGE:
1017 case CLASS_BLUE_MAGE: {
1018 msp -= msp * (cur_wgt - max_wgt) / 600;
1022 case CLASS_MINDCRAFTER:
1023 case CLASS_BEASTMASTER:
1025 case CLASS_FORCETRAINER:
1027 case CLASS_MIRROR_MASTER: {
1028 msp -= msp * (cur_wgt - max_wgt) / 800;
1031 case CLASS_SORCERER: {
1032 msp -= msp * (cur_wgt - max_wgt) / 900;
1038 case CLASS_RED_MAGE: {
1039 msp -= msp * (cur_wgt - max_wgt) / 1000;
1043 case CLASS_CHAOS_WARRIOR:
1044 case CLASS_WARRIOR_MAGE: {
1045 msp -= msp * (cur_wgt - max_wgt) / 1200;
1048 case CLASS_SAMURAI: {
1049 creature_ptr->cumber_armor = FALSE;
1053 msp -= msp * (cur_wgt - max_wgt) / 800;
1062 if (creature_ptr->msp != msp) {
1063 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1064 creature_ptr->csp = msp;
1065 creature_ptr->csp_frac = 0;
1069 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1070 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1073 creature_ptr->msp = msp;
1074 creature_ptr->redraw |= (PR_MANA);
1075 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1078 if (current_world_ptr->character_xtra)
1081 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1082 if (creature_ptr->cumber_glove)
1083 msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
1085 msg_print(_("この手の状態なら、ぐっと呪文が唱えやすい感じだ。", "Your hands feel more suitable for spellcasting."));
1087 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1090 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1093 if (creature_ptr->cumber_armor)
1094 msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
1096 msg_print(_("ぐっと楽に体を動かせるようになった。", "You feel able to move more freely."));
1098 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1102 * @brief 装備中の射撃武器の威力倍率を返す /
1103 * calcurate the fire rate of target object
1104 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1105 * @return 射撃倍率の値(100で1.00倍)
1107 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1109 int extra_shots = 0;
1110 BIT_FLAGS flgs[TR_FLAG_SIZE];
1112 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1114 q_ptr = &creature_ptr->inventory_list[i];
1121 object_flags(creature_ptr, q_ptr, flgs);
1122 if (has_flag(flgs, TR_XTRA_SHOTS))
1126 object_flags(creature_ptr, o_ptr, flgs);
1127 if (has_flag(flgs, TR_XTRA_SHOTS))
1131 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1135 num += (extra_shots * 100);
1137 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1138 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1139 num += (creature_ptr->lev * 4);
1142 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1143 num += (creature_ptr->lev * 3);
1146 if (creature_ptr->pclass == CLASS_ARCHER) {
1147 if (tval_ammo == TV_ARROW)
1148 num += ((creature_ptr->lev * 5) + 50);
1149 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1150 num += (creature_ptr->lev * 4);
1153 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1154 num += (creature_ptr->lev * 2);
1157 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1158 num += (creature_ptr->lev * 4);
1166 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1170 * * 変異MUT3_INFRAVISによる加算(+3)
1171 * * 魔法効果tim_infraによる加算(+3)
1172 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1174 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1176 ACTION_SKILL_POWER pow;
1177 const player_race *tmp_rp_ptr;
1179 if (creature_ptr->mimic_form)
1180 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1182 tmp_rp_ptr = &race_info[creature_ptr->prace];
1184 pow = tmp_rp_ptr->infra;
1186 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1190 if (creature_ptr->tim_infra) {
1194 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1196 BIT_FLAGS flgs[TR_FLAG_SIZE];
1197 o_ptr = &creature_ptr->inventory_list[i];
1200 object_flags(creature_ptr, o_ptr, flgs);
1201 if (has_flag(flgs, TR_INFRA))
1210 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1216 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1217 * * 変異MUT3_XTRA_NOISで減算(-3)
1218 * * 変異MUT3_MOTIONで加算(+1)
1219 * * 呪術を唱えていると減算(-(詠唱数+1))
1220 * * セクシーギャルでない影フェアリーがTRC_AGGRAVATE持ちの時、別処理でTRC_AGGRAVATEを無効にする代わりに減算(-3か3未満なら(現在値+2)/2)
1222 * * 忍者がheavy_armorならば減算(-レベル/10)
1223 * * 忍者がheavy_armorでなく適正な武器を持っていれば加算(+レベル/10)
1227 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1229 ACTION_SKILL_POWER pow;
1230 const player_race *tmp_rp_ptr;
1232 if (creature_ptr->mimic_form)
1233 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1235 tmp_rp_ptr = &race_info[creature_ptr->prace];
1236 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1237 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1239 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1240 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1242 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1244 BIT_FLAGS flgs[TR_FLAG_SIZE];
1245 o_ptr = &creature_ptr->inventory_list[i];
1248 object_flags(creature_ptr, o_ptr, flgs);
1249 if (has_flag(flgs, TR_STEALTH))
1253 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1256 if (creature_ptr->muta3 & MUT3_MOTION) {
1259 if (creature_ptr->realm1 == REALM_HEX) {
1260 if (hex_spelling_any(creature_ptr))
1261 pow -= (1 + casting_hex_num(creature_ptr));
1263 if (player_aggravate_state(creature_ptr) == AGGRAVATE_S_FAIRY) {
1264 pow = MIN(pow - 3, (pow + 2) / 2);
1267 if (is_shero(creature_ptr)) {
1271 if (creature_ptr->pclass == CLASS_NINJA) {
1272 if (heavy_armor(creature_ptr)) {
1273 pow -= (creature_ptr->lev) / 10;
1274 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1275 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1276 pow += (creature_ptr->lev) / 10;
1280 if (is_time_limit_stealth(creature_ptr))
1293 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1297 * * 職業と性格とレベルによる追加加算
1298 * * 器用さに応じたadj_dex_disテーブルによる加算
1299 * * 知力に応じたadj_int_disテーブルによる加算
1301 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1303 ACTION_SKILL_POWER pow;
1304 const player_race *tmp_rp_ptr;
1306 if (creature_ptr->mimic_form)
1307 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1309 tmp_rp_ptr = &race_info[creature_ptr->prace];
1310 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1311 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1313 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1314 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1315 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1316 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1322 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1326 * * 職業と性格とレベルによる追加加算
1327 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1328 * * 知力に応じたadj_int_devテーブルによる加算
1331 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1333 ACTION_SKILL_POWER pow;
1334 const player_race *tmp_rp_ptr;
1336 if (creature_ptr->mimic_form)
1337 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1339 tmp_rp_ptr = &race_info[creature_ptr->prace];
1340 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1341 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1343 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1344 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1346 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1348 BIT_FLAGS flgs[TR_FLAG_SIZE];
1349 o_ptr = &creature_ptr->inventory_list[i];
1352 object_flags(creature_ptr, o_ptr, flgs);
1353 if (has_flag(flgs, TR_MAGIC_MASTERY))
1354 pow += 8 * o_ptr->pval;
1357 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1359 if (is_shero(creature_ptr)) {
1367 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1371 * * 職業と性格とレベルによる追加加算
1372 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1373 * * 賢さによるadj_wis_savテーブル加算
1375 * * 反魔法持ちで大なり上書き(90+レベル未満ならその値に上書き)
1376 * * クターのつぶれ状態なら(10に上書き)
1377 * * 生命の「究極の耐性」や regist_magic,magicdef持ちなら大なり上書き(95+レベル未満ならその値に上書き)
1378 * * 呪いのdown_savingがかかっているなら半減
1380 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1382 ACTION_SKILL_POWER pow;
1383 const player_race *tmp_rp_ptr;
1385 if (creature_ptr->mimic_form)
1386 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1388 tmp_rp_ptr = &race_info[creature_ptr->prace];
1389 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1390 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1392 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1393 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1395 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1396 pow += (15 + (creature_ptr->lev / 5));
1398 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1400 if (is_shero(creature_ptr))
1403 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1404 pow = 90 + creature_ptr->lev;
1406 if (creature_ptr->tsubureru)
1409 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1410 pow = 95 + creature_ptr->lev;
1412 if (creature_ptr->down_saving)
1420 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1425 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1427 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1429 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1431 ACTION_SKILL_POWER pow;
1432 const player_race *tmp_rp_ptr;
1434 if (creature_ptr->mimic_form)
1435 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1437 tmp_rp_ptr = &race_info[creature_ptr->prace];
1438 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1439 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1441 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1442 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1444 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1446 BIT_FLAGS flgs[TR_FLAG_SIZE];
1447 o_ptr = &creature_ptr->inventory_list[i];
1450 object_flags(creature_ptr, o_ptr, flgs);
1451 if (has_flag(flgs, TR_SEARCH))
1452 pow += (o_ptr->pval * 5);
1455 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1459 if (is_shero(creature_ptr)) {
1468 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1473 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1475 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1477 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1479 ACTION_SKILL_POWER pow;
1480 const player_race *tmp_rp_ptr;
1482 if (creature_ptr->mimic_form)
1483 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1485 tmp_rp_ptr = &race_info[creature_ptr->prace];
1486 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1487 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1489 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1490 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1492 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1494 BIT_FLAGS flgs[TR_FLAG_SIZE];
1495 o_ptr = &creature_ptr->inventory_list[i];
1498 object_flags(creature_ptr, o_ptr, flgs);
1499 if (has_flag(flgs, TR_SEARCH))
1500 pow += (o_ptr->pval * 5);
1503 if (is_shero(creature_ptr)) {
1507 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1516 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1519 * * 種族/職業/性格による加算とレベルによる追加加算
1521 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1523 ACTION_SKILL_POWER pow;
1524 const player_race *tmp_rp_ptr;
1525 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1526 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1528 if (creature_ptr->mimic_form)
1529 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1531 tmp_rp_ptr = &race_info[creature_ptr->prace];
1533 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1534 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1540 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1543 * * 種族/職業/性格による加算とレベルによる追加加算
1545 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1547 ACTION_SKILL_POWER pow;
1548 const player_race *tmp_rp_ptr;
1549 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1550 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1552 if (creature_ptr->mimic_form)
1553 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1555 tmp_rp_ptr = &race_info[creature_ptr->prace];
1557 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1558 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1564 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1567 * * 種族/職業/性格による加算とレベルによる追加加算
1570 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1572 ACTION_SKILL_POWER pow;
1573 const player_race *tmp_rp_ptr;
1574 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1575 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1577 if (creature_ptr->mimic_form)
1578 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1580 tmp_rp_ptr = &race_info[creature_ptr->prace];
1582 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1583 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1585 if (is_shero(creature_ptr)) {
1594 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1605 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1608 BIT_FLAGS flgs[TR_FLAG_SIZE];
1610 ACTION_SKILL_POWER pow;
1614 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1615 pow += creature_ptr->lev * 10;
1618 if (is_shero(creature_ptr))
1621 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1623 if (creature_ptr->pclass == CLASS_BERSERKER)
1624 pow += (100 + creature_ptr->lev * 8);
1626 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1627 o_ptr = &creature_ptr->inventory_list[i];
1630 object_flags(creature_ptr, o_ptr, flgs);
1631 if (has_flag(flgs, TR_TUNNEL))
1632 pow += (o_ptr->pval * 20);
1635 for (int i = 0; i < 2; i++) {
1636 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1637 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1638 pow += (o_ptr->weight / 10);
1642 if (is_shero(creature_ptr)) {
1652 static bool is_martial_arts_mode(player_type *creature_ptr)
1654 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1655 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1658 static s16b calc_num_blow(player_type *creature_ptr, int i)
1661 BIT_FLAGS flgs[TR_FLAG_SIZE];
1664 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1665 object_flags(creature_ptr, o_ptr, flgs);
1666 creature_ptr->heavy_wield[i] = FALSE;
1667 if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1668 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1669 creature_ptr->heavy_wield[i] = TRUE;
1672 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1673 int str_index, dex_index;
1674 int num = 0, wgt = 0, mul = 0, div = 0;
1676 num = class_info[creature_ptr->pclass].num;
1677 wgt = class_info[creature_ptr->pclass].wgt;
1678 mul = class_info[creature_ptr->pclass].mul;
1680 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1686 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1692 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1693 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1695 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1697 if (creature_ptr->pclass == CLASS_NINJA)
1698 str_index = MAX(0, str_index - 1);
1702 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1706 num_blow = blows_table[str_index][dex_index];
1708 num_blow = (s16b)num;
1710 num_blow += (s16b)creature_ptr->extra_blows[i];
1711 if (creature_ptr->pclass == CLASS_WARRIOR)
1712 num_blow += (creature_ptr->lev / 40);
1713 else if (creature_ptr->pclass == CLASS_BERSERKER)
1714 num_blow += (creature_ptr->lev / 23);
1715 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1718 if (creature_ptr->special_defense & KATA_FUUJIN)
1721 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1731 /* Different calculation for monks with empty hands */
1732 if (is_martial_arts_mode(creature_ptr)) {
1733 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1736 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1746 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1747 if (current_ki != i) {
1748 creature_ptr->to_d[i] += current_ki / 5;
1749 creature_ptr->dis_to_d[i] += current_ki / 5;
1768 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1771 if (creature_ptr->special_defense & KAMAE_GENBU) {
1772 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1773 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1775 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1779 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1780 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1781 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1783 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1784 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1788 num_blow += 1 + creature_ptr->extra_blows[0];
1791 if (has_not_ninja_weapon(creature_ptr, i)) {
1802 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1806 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1807 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1813 * * 変異MUT3_HYPER_STRで加算(+4)
1814 * * 変異MUT3_PUNYで減算(-4)
1815 * * ネオ・つよしスペシャル中で加算(+4)
1817 static s16b calc_strength_addition(player_type *creature_ptr)
1820 const player_race *tmp_rp_ptr;
1821 if (creature_ptr->mimic_form)
1822 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1824 tmp_rp_ptr = &race_info[creature_ptr->prace];
1825 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1826 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1827 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1829 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1830 if (creature_ptr->lev > 25)
1832 if (creature_ptr->lev > 40)
1834 if (creature_ptr->lev > 45)
1838 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1840 BIT_FLAGS flgs[TR_FLAG_SIZE];
1841 o_ptr = &creature_ptr->inventory_list[i];
1844 object_flags(creature_ptr, o_ptr, flgs);
1845 if (has_flag(flgs, TR_STR)) {
1850 if (creature_ptr->realm1 == REALM_HEX) {
1851 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1854 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1859 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1863 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1865 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1869 if (creature_ptr->muta3) {
1871 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1875 if (creature_ptr->muta3 & MUT3_PUNY) {
1880 if (creature_ptr->tsuyoshi) {
1888 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1892 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1898 * * 変異MUT3_HYPER_INTで加算(+4)
1899 * * 変異MUT3_MORONICで減算(-4)
1901 s16b calc_intelligence_addition(player_type *creature_ptr)
1904 const player_race *tmp_rp_ptr;
1905 if (creature_ptr->mimic_form)
1906 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1908 tmp_rp_ptr = &race_info[creature_ptr->prace];
1909 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1910 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1911 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1913 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1915 BIT_FLAGS flgs[TR_FLAG_SIZE];
1916 o_ptr = &creature_ptr->inventory_list[i];
1919 object_flags(creature_ptr, o_ptr, flgs);
1920 if (has_flag(flgs, TR_INT)) {
1925 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1929 if (creature_ptr->special_defense & KAMAE_GENBU) {
1931 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1935 if (creature_ptr->muta3) {
1936 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1940 if (creature_ptr->muta3 & MUT3_MORONIC) {
1950 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1954 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1960 * * 変異MUT3_HYPER_INTで加算(+4)
1961 * * 変異MUT3_MORONICで減算(-4)
1963 static s16b calc_wisdom_addition(player_type *creature_ptr)
1966 const player_race *tmp_rp_ptr;
1967 if (creature_ptr->mimic_form)
1968 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1970 tmp_rp_ptr = &race_info[creature_ptr->prace];
1971 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1972 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1973 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1975 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1977 BIT_FLAGS flgs[TR_FLAG_SIZE];
1978 o_ptr = &creature_ptr->inventory_list[i];
1981 object_flags(creature_ptr, o_ptr, flgs);
1982 if (has_flag(flgs, TR_WIS)) {
1987 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1991 if (creature_ptr->special_defense & KAMAE_GENBU) {
1993 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1997 if (creature_ptr->muta3) {
1999 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2003 if (creature_ptr->muta3 & MUT3_MORONIC) {
2013 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2017 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2018 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2024 * * 変異MUT3_IRON_SKINで減算(-1)
2025 * * 変異MUT3_LIMBERで加算(+3)
2026 * * 変異MUT3_ARTHRITISで減算(-3)
2028 static s16b calc_dexterity_addition(player_type *creature_ptr)
2031 const player_race *tmp_rp_ptr;
2032 if (creature_ptr->mimic_form)
2033 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2035 tmp_rp_ptr = &race_info[creature_ptr->prace];
2036 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2037 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2038 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2040 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2041 if (creature_ptr->lev > 25)
2043 if (creature_ptr->lev > 40)
2045 if (creature_ptr->lev > 45)
2049 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2051 BIT_FLAGS flgs[TR_FLAG_SIZE];
2052 o_ptr = &creature_ptr->inventory_list[i];
2055 object_flags(creature_ptr, o_ptr, flgs);
2056 if (has_flag(flgs, TR_DEX)) {
2061 if (creature_ptr->realm1 == REALM_HEX) {
2062 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2067 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2071 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2073 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2075 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2079 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2083 if (creature_ptr->muta3 & MUT3_LIMBER) {
2087 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2096 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2100 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2101 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2107 * * 変異MUT3_RESILIENTで加算(+4)
2108 * * 変異MUT3_ALBINOで減算(-4)
2109 * * 変異MUT3_XTRA_FATで加算(+2)
2110 * * 変異MUT3_FLESH_ROTで減算(-2)
2111 * * ネオ・つよしスペシャル中で加算(+4)
2113 static s16b calc_constitution_addition(player_type *creature_ptr)
2116 const player_race *tmp_rp_ptr;
2117 if (creature_ptr->mimic_form)
2118 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2120 tmp_rp_ptr = &race_info[creature_ptr->prace];
2121 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2122 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2123 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2125 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2126 if (creature_ptr->lev > 25)
2128 if (creature_ptr->lev > 40)
2130 if (creature_ptr->lev > 45)
2134 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2136 BIT_FLAGS flgs[TR_FLAG_SIZE];
2137 o_ptr = &creature_ptr->inventory_list[i];
2140 object_flags(creature_ptr, o_ptr, flgs);
2141 if (has_flag(flgs, TR_CON))
2145 if (creature_ptr->realm1 == REALM_HEX) {
2146 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2151 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2155 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2157 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2159 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2163 if (creature_ptr->muta3) {
2164 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2168 if (creature_ptr->muta3 & MUT3_ALBINO) {
2172 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2176 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2181 if (creature_ptr->tsuyoshi) {
2190 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2194 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2197 * * 変異MUT3_FLESH_ROTで減算(-1)
2198 * * 変異MUT3_SILLY_VOIで減算(-4)
2199 * * 変異MUT3_BLANK_FACで減算(-1)
2200 * * 変異MUT3_WART_SKINで減算(-2)
2201 * * 変異MUT3_SCALESで減算(-1)
2202 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2204 static s16b calc_charisma_addition(player_type *creature_ptr)
2207 const player_race *tmp_rp_ptr;
2208 if (creature_ptr->mimic_form)
2209 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2211 tmp_rp_ptr = &race_info[creature_ptr->prace];
2212 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2213 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2214 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2216 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2218 BIT_FLAGS flgs[TR_FLAG_SIZE];
2219 o_ptr = &creature_ptr->inventory_list[i];
2222 object_flags(creature_ptr, o_ptr, flgs);
2223 if (has_flag(flgs, TR_CHR))
2227 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2231 if (creature_ptr->muta3) {
2232 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2235 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2238 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2241 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2244 if (creature_ptr->muta3 & MUT3_SCALES) {
2247 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2257 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2260 * * 性格なまけものなら加算(+10)
2262 * * 性格ちからじまんとがまんづよいなら加算(+1)
2263 * * 性格チャージマンなら加算(+5)
2264 * * 装備品にTRC_LOW_MAGICがあるなら加算(軽い呪いなら+3/重い呪いなら+10)
2266 static s16b calc_to_magic_chance(player_type *creature_ptr)
2270 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2272 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2274 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2276 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2279 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2281 BIT_FLAGS flgs[TR_FLAG_SIZE];
2282 o_ptr = &creature_ptr->inventory_list[i];
2285 object_flags(creature_ptr, o_ptr, flgs);
2286 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2287 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2297 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2299 ARMOUR_CLASS ac = 0;
2300 if (creature_ptr->yoiyami)
2303 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2305 o_ptr = &creature_ptr->inventory_list[i];
2311 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2312 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2313 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2319 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2321 ARMOUR_CLASS ac = 0;
2322 if (creature_ptr->yoiyami)
2325 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2327 if (creature_ptr->mimic_form) {
2328 switch (creature_ptr->mimic_form) {
2332 case MIMIC_DEMON_LORD:
2340 if (creature_ptr->pclass == CLASS_BERSERKER) {
2341 ac += 10 + creature_ptr->lev / 2;
2343 if (creature_ptr->pclass == CLASS_SORCERER) {
2347 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2349 o_ptr = &creature_ptr->inventory_list[i];
2352 if (is_true_value || object_is_known(o_ptr))
2355 if (o_ptr->curse_flags & TRC_LOW_AC) {
2356 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2357 if (is_true_value || object_is_fully_known(o_ptr))
2360 if (is_true_value || object_is_fully_known(o_ptr))
2365 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2370 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2371 ac += 10 + (creature_ptr->lev * 2 / 5);
2374 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2378 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2382 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2386 if (creature_ptr->muta3 & MUT3_SCALES) {
2390 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2394 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2395 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2396 ac += (creature_ptr->lev * 3) / 2;
2398 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2399 ac += ((creature_ptr->lev - 13) / 3);
2401 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2402 ac += ((creature_ptr->lev - 8) / 3);
2404 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2405 ac += (creature_ptr->lev - 2) / 3;
2407 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2408 ac += (creature_ptr->lev / 2);
2410 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2411 ac += (creature_ptr->lev / 3);
2415 if (creature_ptr->realm1 == REALM_HEX) {
2416 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2420 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2421 object_type *o_ptr = &creature_ptr->inventory_list[i];
2424 if (!object_is_armour(creature_ptr, o_ptr))
2426 if (!object_is_cursed(o_ptr))
2428 if (o_ptr->curse_flags & TRC_CURSED)
2430 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2432 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2437 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2439 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2441 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2445 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2447 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2451 if (is_blessed(creature_ptr)) {
2455 if (is_shero(creature_ptr)) {
2459 if (creature_ptr->pclass == CLASS_NINJA) {
2460 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2461 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2462 ac += creature_ptr->lev / 2 + 5;
2471 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2476 * ** クラッコンと妖精に加算(+レベル/10)
2477 * ** 悪魔変化/吸血鬼変化で加算(+3)
2479 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2480 * ** 忍者の装備が重ければ減算(-レベル/10)
2481 * ** 忍者の装備が適正ならば加算(+3)さらにクラッコン、妖精、いかさま以外なら加算(+レベル/10)
2482 * ** 錬気術師で装備が重くなくクラッコン、妖精、いかさま以外なら加算(+レベル/10)
2483 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2484 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2487 * ** 呪術「衝撃のクローク」で加算(+3)
2490 * ** 変異MUT3_XTRA_FATなら減算(-2)
2491 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2492 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2493 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2494 * ** そうでなく浮遊を持っていないなら減算(-2)
2495 * ** 棘セット装備中ならば加算(+7)
2496 * * 騎乗中ならばモンスターの加速に準拠、ただし騎乗技能値とモンスターレベルによるキャップ処理あり
2498 * * 光速移動中かこの時点で+99を超えていたら+99にキャップ
2501 static s16b calc_speed(player_type *creature_ptr)
2503 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2504 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2508 int j = calc_inventory_weight(creature_ptr);
2511 if (!creature_ptr->riding) {
2512 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2513 pow += (creature_ptr->lev) / 10;
2515 if (creature_ptr->mimic_form) {
2516 switch (creature_ptr->mimic_form) {
2520 case MIMIC_DEMON_LORD:
2529 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2530 object_type *o_ptr = &creature_ptr->inventory_list[i];
2531 BIT_FLAGS flgs[TR_FLAG_SIZE];
2532 object_flags(creature_ptr, o_ptr, flgs);
2536 if (has_flag(flgs, TR_SPEED))
2540 if (creature_ptr->pclass == CLASS_NINJA) {
2541 if (heavy_armor(creature_ptr)) {
2542 pow -= (creature_ptr->lev) / 10;
2543 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2544 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2546 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2547 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2548 pow += (creature_ptr->lev) / 10;
2552 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2553 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2554 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2555 pow += (creature_ptr->lev) / 10;
2558 if (creature_ptr->pclass == CLASS_BERSERKER) {
2560 if (creature_ptr->lev > 29)
2562 if (creature_ptr->lev > 39)
2564 if (creature_ptr->lev > 44)
2566 if (creature_ptr->lev > 49)
2570 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2571 pow += (creature_ptr->lev) / 10 + 5;
2574 if (is_fast(creature_ptr)) {
2578 if (creature_ptr->slow) {
2582 if (creature_ptr->realm1 == REALM_HEX) {
2583 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2588 if (creature_ptr->food >= PY_FOOD_MAX)
2591 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2594 if (creature_ptr->muta3) {
2596 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2600 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2604 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2609 if (creature_ptr->prace == RACE_MERFOLK) {
2610 if (has_flag(f_ptr->flags, FF_WATER)) {
2611 pow += (2 + creature_ptr->lev / 10);
2612 } else if (!creature_ptr->levitation) {
2617 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2618 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2623 count = (int)calc_weight_limit(creature_ptr);
2625 pow -= ((j - count) / (count / 5));
2628 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2629 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2630 SPEED speed = riding_m_ptr->mspeed;
2632 if (riding_m_ptr->mspeed > 110) {
2633 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2640 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2642 if (monster_fast_remaining(riding_m_ptr))
2644 if (monster_slow_remaining(riding_m_ptr))
2647 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2648 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2650 count = 1500 + riding_r_ptr->level * 25;
2652 pow -= ((j - count) / (count / 5));
2655 if (creature_ptr->action == ACTION_SEARCH)
2658 /* Maximum speed is (+99). (internally it's 110 + 99) */
2659 /* Temporary lightspeed forces to be maximum speed */
2660 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2664 /* Minimum speed is (-99). (internally it's 110 - 99) */
2672 * @brief 二刀流ペナルティ量計算
2673 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2674 * @param slot ペナルティ量を計算する武器スロット
2680 * * マンゴーシュ/脇差を左に装備した場合の軽減
2684 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2687 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2688 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2689 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2690 penalty = penalty / 2 - 5;
2692 if (creature_ptr->easy_2weapon) {
2695 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2696 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2697 penalty = MAX(0, penalty - 10);
2699 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2700 penalty = MIN(0, penalty);
2702 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2704 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2708 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2711 return (s16b)penalty;
2714 static void calc_ind_status(player_type *creature_ptr, int status)
2717 if (creature_ptr->stat_use[status] <= 18)
2718 ind = (creature_ptr->stat_use[status] - 3);
2719 else if (creature_ptr->stat_use[status] <= 18 + 219)
2720 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2724 if (creature_ptr->stat_ind[status] == ind)
2727 creature_ptr->stat_ind[status] = (s16b)ind;
2728 if (status == A_CON) {
2729 creature_ptr->update |= (PU_HP);
2730 } else if (status == A_INT) {
2731 if (mp_ptr->spell_stat == A_INT) {
2732 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2734 } else if (status == A_WIS) {
2735 if (mp_ptr->spell_stat == A_WIS) {
2736 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2738 } else if (status == A_CHR) {
2739 if (mp_ptr->spell_stat == A_CHR) {
2740 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2744 creature_ptr->window |= (PW_PLAYER);
2747 static void calc_use_status(player_type *creature_ptr, int status)
2749 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2751 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2752 /* 10 to 18/90 charisma, guaranteed, based on level */
2753 if (use < 8 + 2 * creature_ptr->lev) {
2754 use = 8 + 2 * creature_ptr->lev;
2758 if (creature_ptr->stat_use[status] != use) {
2759 creature_ptr->stat_use[status] = (s16b)use;
2760 creature_ptr->redraw |= (PR_STATS);
2761 creature_ptr->window |= (PW_PLAYER);
2765 static void calc_top_status(player_type *creature_ptr, int status)
2767 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2769 if (creature_ptr->stat_top[status] != top) {
2770 creature_ptr->stat_top[status] = (s16b)top;
2771 creature_ptr->redraw |= (PR_STATS);
2772 creature_ptr->window |= (PW_PLAYER);
2776 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2778 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2779 if (!creature_ptr->riding)
2784 creature_ptr->riding_ryoute = FALSE;
2786 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2787 creature_ptr->riding_ryoute = TRUE;
2788 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2789 switch (creature_ptr->pclass) {
2791 case CLASS_FORCETRAINER:
2792 case CLASS_BERSERKER:
2793 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2794 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2795 creature_ptr->riding_ryoute = TRUE;
2800 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2801 if (creature_ptr->tval_ammo != TV_ARROW)
2804 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2810 if (creature_ptr->tval_ammo == TV_BOLT)
2816 void put_equipment_warning(player_type *creature_ptr)
2818 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2819 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2821 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."));
2822 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2823 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."));
2825 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."));
2827 creature_ptr->old_heavy_shoot = heavy_shoot;
2830 for (int i = 0; i < 2; i++) {
2831 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2832 if (creature_ptr->heavy_wield[i]) {
2833 msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
2834 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2835 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2836 } else if (creature_ptr->heavy_wield[1 - i]) {
2837 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2839 msg_print(_("重い武器を装備からはずして体が楽になった。", "You feel relieved to put down your heavy weapon."));
2842 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2845 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2846 if (creature_ptr->riding_wield[i]) {
2847 msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
2848 } else if (!creature_ptr->riding) {
2849 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2850 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2851 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2854 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2857 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2860 if (creature_ptr->icky_wield[i]) {
2861 msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
2862 if (current_world_ptr->is_loading_now) {
2863 chg_virtue(creature_ptr, V_FAITH, -1);
2865 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2866 msg_print(_("今の装備は自分にふさわしい気がする。", "You feel comfortable with your weapon."));
2868 msg_print(_("装備をはずしたら随分と気が楽になった。", "You feel more comfortable after removing your weapon."));
2871 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2874 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2875 if (creature_ptr->riding_ryoute) {
2877 msg_format("%s馬を操れない。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
2879 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2883 msg_format("%s馬を操れるようになった。", (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE) ? "手が空いて" : "");
2885 msg_print("You began to control the pet you're riding with one hand.");
2889 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2892 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2893 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2894 if (heavy_armor(creature_ptr)) {
2895 msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
2896 if (current_world_ptr->is_loading_now) {
2897 chg_virtue(creature_ptr, V_HARMONY, -1);
2900 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2903 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2907 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2909 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2910 int id = slot - INVEN_RARM;
2911 BIT_FLAGS flgs[TR_FLAG_SIZE];
2912 object_flags(creature_ptr, o_ptr, flgs);
2915 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2917 if (is_shero(creature_ptr)) {
2918 damage += 3 + (creature_ptr->lev / 5);
2921 if (creature_ptr->stun > 50) {
2923 } else if (creature_ptr->stun) {
2927 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2929 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2930 damage += creature_ptr->lev / 6;
2931 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2932 damage += creature_ptr->lev / 6;
2934 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2935 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2942 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2943 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2944 if (o_ptr->curse_flags & (TRC_CURSED)) {
2947 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2950 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2956 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2958 o_ptr = &creature_ptr->inventory_list[i];
2959 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2960 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2963 if (!object_is_known(o_ptr) && !is_true_value)
2965 bonus_to_d = o_ptr->to_d;
2967 if (creature_ptr->pclass == CLASS_NINJA) {
2968 if (o_ptr->to_d > 0)
2969 bonus_to_d = (o_ptr->to_d + 1) / 2;
2972 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
2973 damage += (s16b)bonus_to_d;
2974 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
2976 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2978 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2979 } else if (id == get_default_hand(creature_ptr)) {
2980 damage += (s16b)bonus_to_d;
2984 if (get_default_hand(creature_ptr) == id) {
2985 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
2986 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
2988 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
2989 damage += MAX(bonus_to_d, 1);
2993 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
2994 damage += (creature_ptr->lev / 6);
3001 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3003 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3005 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3010 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3011 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3013 /* Temporary bonuses */
3014 if (is_blessed(creature_ptr)) {
3018 if (is_hero(creature_ptr)) {
3022 if (is_shero(creature_ptr)) {
3026 if (creature_ptr->stun > 50) {
3028 } else if (creature_ptr->stun) {
3032 /* Default hand bonuses */
3033 int id = slot - INVEN_RARM;
3034 int default_hand = get_default_hand(creature_ptr);
3035 if (default_hand == id) {
3036 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3037 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3038 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3039 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3042 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3043 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3045 bonus_to_h = ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128) + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3046 hit += MAX(bonus_to_h, 1);
3050 /* Bonuses and penalties by weapon */
3051 if (has_melee_weapon(creature_ptr, slot)) {
3052 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3053 BIT_FLAGS flgs[TR_FLAG_SIZE];
3054 object_flags(creature_ptr, o_ptr, flgs);
3056 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3057 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3059 /* Traind bonuses */
3060 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3062 /* Weight penalty */
3063 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3064 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3067 /* Low melee penalty */
3068 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3069 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3076 /* Riding bonus and penalty */
3077 if (creature_ptr->riding) {
3078 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3083 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3084 && !has_flag(flgs, TR_RIDING)) {
3087 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3090 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3095 hit -= (s16b)penalty;
3098 /* Class penalties */
3099 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3101 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3102 hit += creature_ptr->lev / 5;
3103 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3104 hit += creature_ptr->lev / 5;
3106 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3107 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3114 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3118 /* Hex realm bonuses */
3119 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3120 if (o_ptr->curse_flags & (TRC_CURSED)) {
3123 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3126 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3129 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3135 /* Bonuses from inventory */
3136 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3137 object_type *o_ptr = &creature_ptr->inventory_list[i];
3139 /* Ignore empty hands, handed weapons, bows and capture balls */
3141 || o_ptr->tval == TV_CAPTURE
3142 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3143 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3147 /* Fake value does not include unknown objects' value */
3148 if (is_true_value || !object_is_known(o_ptr))
3151 int bonus_to_h = o_ptr->to_h;
3153 /* When wields only a weapon */
3154 if (creature_ptr->pclass == CLASS_NINJA) {
3155 if (o_ptr->to_h > 0)
3156 bonus_to_h = (o_ptr->to_h + 1) / 2;
3159 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3160 hit += (s16b)bonus_to_h;
3164 /* When wields two weapons on each hand */
3165 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3166 if (default_hand == 0)
3167 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3168 if (default_hand == 1)
3169 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3173 if (default_hand == id)
3174 hit += (s16b)bonus_to_h;
3177 /* Martial arts bonus */
3178 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3179 hit += (creature_ptr->lev / 3);
3182 /* Two handed combat penalty */
3183 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3188 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3192 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3193 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3197 BIT_FLAGS flgs[TR_FLAG_SIZE];
3198 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3200 object_flags(creature_ptr, o_ptr, flgs);
3202 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3203 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3212 if (creature_ptr->stun > 50) {
3214 } else if (creature_ptr->stun) {
3218 if (is_blessed(creature_ptr)) {
3222 if (is_hero(creature_ptr)) {
3226 if (is_shero(creature_ptr)) {
3230 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3232 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3233 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3237 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3238 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3239 pow += (10 + (creature_ptr->lev / 5));
3245 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3247 o_ptr = &creature_ptr->inventory_list[i];
3248 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3249 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3252 bonus_to_h = o_ptr->to_h;
3254 if (creature_ptr->pclass == CLASS_NINJA) {
3255 if (o_ptr->to_h > 0)
3256 bonus_to_h = (o_ptr->to_h + 1) / 2;
3259 if (is_true_value || object_is_known(o_ptr))
3260 pow += (s16b)bonus_to_h;
3263 pow -= calc_riding_bow_penalty(creature_ptr);
3268 static s16b calc_to_damage_misc(player_type *creature_ptr)
3271 BIT_FLAGS flgs[TR_FLAG_SIZE];
3275 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3276 o_ptr = &creature_ptr->inventory_list[i];
3280 object_flags(creature_ptr, o_ptr, flgs);
3282 int bonus_to_d = o_ptr->to_d;
3283 if (creature_ptr->pclass == CLASS_NINJA) {
3284 if (o_ptr->to_d > 0)
3285 bonus_to_d = (o_ptr->to_d + 1) / 2;
3287 to_dam += (s16b)bonus_to_d;
3290 if (is_shero(creature_ptr)) {
3291 to_dam += 3 + (creature_ptr->lev / 5);
3294 if (creature_ptr->stun > 50) {
3296 } else if (creature_ptr->stun) {
3300 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3304 static s16b calc_to_hit_misc(player_type *creature_ptr)
3307 BIT_FLAGS flgs[TR_FLAG_SIZE];
3311 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3312 o_ptr = &creature_ptr->inventory_list[i];
3316 object_flags(creature_ptr, o_ptr, flgs);
3318 int bonus_to_h = o_ptr->to_h;
3319 if (creature_ptr->pclass == CLASS_NINJA) {
3320 if (o_ptr->to_h > 0)
3321 bonus_to_h = (o_ptr->to_h + 1) / 2;
3323 to_hit += (s16b)bonus_to_h;
3326 if (is_blessed(creature_ptr)) {
3330 if (is_hero(creature_ptr)) {
3334 if (is_shero(creature_ptr)) {
3338 if (creature_ptr->stun > 50) {
3340 } else if (creature_ptr->stun) {
3344 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3345 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3350 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3352 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3355 if (creature_ptr->riding) {
3357 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3365 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3367 (void)creature_ptr; // unused
3368 (void)slot; // unused
3373 * @brief プレイヤーの所持重量制限を計算する /
3374 * Computes current weight limit.
3377 WEIGHT calc_weight_limit(player_type *creature_ptr)
3379 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3380 if (creature_ptr->pclass == CLASS_BERSERKER)
3386 * @brief プレイヤーが現在右手/左手に武器を持っているか判定する /
3387 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3388 * @return 持っているならばTRUE
3390 bool has_melee_weapon(player_type *creature_ptr, int slot)
3392 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3396 * @brief プレイヤーの現在開いている手の状態を返す
3397 * @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
3398 * @return 開いている手のビットフラグ
3400 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3402 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3403 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3404 status |= EMPTY_HAND_RARM;
3405 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3406 status |= EMPTY_HAND_LARM;
3408 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3409 if (status & EMPTY_HAND_LARM)
3410 status &= ~(EMPTY_HAND_LARM);
3411 else if (status & EMPTY_HAND_RARM)
3412 status &= ~(EMPTY_HAND_RARM);
3419 * @brief プレイヤーが防具重量制限のある職業時にペナルティを受ける状態にあるかどうかを返す。
3420 * @return ペナルティが適用されるならばTRUE。
3422 bool heavy_armor(player_type *creature_ptr)
3424 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3427 WEIGHT monk_arm_wgt = 0;
3428 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3429 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3430 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3431 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3432 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3433 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3434 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3435 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3436 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3438 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3442 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3444 * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
3446 void update_creature(player_type *creature_ptr)
3448 if (!creature_ptr->update)
3451 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3452 if (creature_ptr->update & (PU_AUTODESTROY)) {
3453 creature_ptr->update &= ~(PU_AUTODESTROY);
3454 autopick_delayed_alter(creature_ptr);
3457 if (creature_ptr->update & (PU_COMBINE)) {
3458 creature_ptr->update &= ~(PU_COMBINE);
3459 combine_pack(creature_ptr);
3462 if (creature_ptr->update & (PU_REORDER)) {
3463 creature_ptr->update &= ~(PU_REORDER);
3464 reorder_pack(creature_ptr);
3467 if (creature_ptr->update & (PU_BONUS)) {
3468 creature_ptr->update &= ~(PU_BONUS);
3469 calc_alignment(creature_ptr);
3470 calc_bonuses(creature_ptr);
3473 if (creature_ptr->update & (PU_TORCH)) {
3474 creature_ptr->update &= ~(PU_TORCH);
3475 calc_lite_radius(creature_ptr);
3478 if (creature_ptr->update & (PU_HP)) {
3479 creature_ptr->update &= ~(PU_HP);
3480 calc_hitpoints(creature_ptr);
3483 if (creature_ptr->update & (PU_MANA)) {
3484 creature_ptr->update &= ~(PU_MANA);
3485 calc_mana(creature_ptr);
3488 if (creature_ptr->update & (PU_SPELLS)) {
3489 creature_ptr->update &= ~(PU_SPELLS);
3490 calc_spells(creature_ptr);
3493 if (!current_world_ptr->character_generated)
3495 if (current_world_ptr->character_icky)
3497 if (creature_ptr->update & (PU_UN_LITE)) {
3498 creature_ptr->update &= ~(PU_UN_LITE);
3499 forget_lite(floor_ptr);
3502 if (creature_ptr->update & (PU_UN_VIEW)) {
3503 creature_ptr->update &= ~(PU_UN_VIEW);
3504 forget_view(floor_ptr);
3507 if (creature_ptr->update & (PU_VIEW)) {
3508 creature_ptr->update &= ~(PU_VIEW);
3509 update_view(creature_ptr);
3512 if (creature_ptr->update & (PU_LITE)) {
3513 creature_ptr->update &= ~(PU_LITE);
3514 update_lite(creature_ptr);
3517 if (creature_ptr->update & (PU_FLOW)) {
3518 creature_ptr->update &= ~(PU_FLOW);
3519 update_flow(creature_ptr);
3522 if (creature_ptr->update & (PU_DISTANCE)) {
3523 creature_ptr->update &= ~(PU_DISTANCE);
3525 update_monsters(creature_ptr, TRUE);
3528 if (creature_ptr->update & (PU_MON_LITE)) {
3529 creature_ptr->update &= ~(PU_MON_LITE);
3530 update_mon_lite(creature_ptr);
3533 if (creature_ptr->update & (PU_DELAY_VIS)) {
3534 creature_ptr->update &= ~(PU_DELAY_VIS);
3535 delayed_visual_update(creature_ptr);
3538 if (creature_ptr->update & (PU_MONSTERS)) {
3539 creature_ptr->update &= ~(PU_MONSTERS);
3540 update_monsters(creature_ptr, FALSE);
3545 * @brief プレイヤーが魔道書を一冊も持っていないかを判定する
3546 * @return 魔道書を一冊も持っていないならTRUEを返す
3548 bool player_has_no_spellbooks(player_type *creature_ptr)
3551 for (int i = 0; i < INVEN_PACK; i++) {
3552 o_ptr = &creature_ptr->inventory_list[i];
3553 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3557 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3558 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3559 o_ptr = &floor_ptr->o_list[i];
3560 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3567 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3569 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3572 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3575 * @return 配置に成功したらTRUE
3577 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3579 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3582 /* Save player location */
3583 creature_ptr->y = y;
3584 creature_ptr->x = x;
3589 * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
3592 void wreck_the_pattern(player_type *creature_ptr)
3594 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3595 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3596 if (pattern_type == PATTERN_TILE_WRECKED)
3599 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3600 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3602 if (!is_invuln(creature_ptr))
3603 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3605 int to_ruin = randint1(45) + 35;
3608 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3610 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3611 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3615 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3619 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
3620 * Advance experience levels and print experience
3623 void check_experience(player_type *creature_ptr)
3625 if (creature_ptr->exp < 0)
3626 creature_ptr->exp = 0;
3627 if (creature_ptr->max_exp < 0)
3628 creature_ptr->max_exp = 0;
3629 if (creature_ptr->max_max_exp < 0)
3630 creature_ptr->max_max_exp = 0;
3632 if (creature_ptr->exp > PY_MAX_EXP)
3633 creature_ptr->exp = PY_MAX_EXP;
3634 if (creature_ptr->max_exp > PY_MAX_EXP)
3635 creature_ptr->max_exp = PY_MAX_EXP;
3636 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3637 creature_ptr->max_max_exp = PY_MAX_EXP;
3639 if (creature_ptr->exp > creature_ptr->max_exp)
3640 creature_ptr->max_exp = creature_ptr->exp;
3641 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3642 creature_ptr->max_max_exp = creature_ptr->max_exp;
3644 creature_ptr->redraw |= (PR_EXP);
3645 handle_stuff(creature_ptr);
3647 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3648 PLAYER_LEVEL old_lev = creature_ptr->lev;
3649 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3650 creature_ptr->lev--;
3651 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3652 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3653 creature_ptr->window |= (PW_PLAYER);
3654 handle_stuff(creature_ptr);
3657 bool level_reward = FALSE;
3658 bool level_mutation = FALSE;
3659 bool level_inc_stat = FALSE;
3660 while ((creature_ptr->lev < PY_MAX_LEVEL)
3661 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3662 creature_ptr->lev++;
3663 if (creature_ptr->lev > creature_ptr->max_plv) {
3664 creature_ptr->max_plv = creature_ptr->lev;
3666 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3667 level_reward = TRUE;
3669 if (creature_ptr->prace == RACE_BEASTMAN) {
3671 level_mutation = TRUE;
3673 level_inc_stat = TRUE;
3675 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3679 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3680 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3681 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3682 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3683 creature_ptr->level_up_message = TRUE;
3684 handle_stuff(creature_ptr);
3686 creature_ptr->level_up_message = FALSE;
3687 if (level_inc_stat) {
3688 if (!(creature_ptr->max_plv % 10)) {
3695 cnv_stat(creature_ptr->stat_max[0], tmp);
3696 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3697 cnv_stat(creature_ptr->stat_max[1], tmp);
3698 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3699 cnv_stat(creature_ptr->stat_max[2], tmp);
3700 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3701 cnv_stat(creature_ptr->stat_max[3], tmp);
3702 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3703 cnv_stat(creature_ptr->stat_max[4], tmp);
3704 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3705 cnv_stat(creature_ptr->stat_max[5], tmp);
3706 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3709 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3713 if ((choice >= 'a') && (choice <= 'f'))
3716 for (n = 0; n < A_MAX; n++)
3717 if (n != choice - 'a')
3719 if (get_check(_("よろしいですか?", "Are you sure? ")))
3722 do_inc_stat(creature_ptr, choice - 'a');
3724 } else if (!(creature_ptr->max_plv % 2))
3725 do_inc_stat(creature_ptr, randint0(6));
3728 if (level_mutation) {
3729 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3730 (void)gain_mutation(creature_ptr, 0);
3731 level_mutation = FALSE;
3735 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3739 gain_level_reward(creature_ptr, 0);
3740 level_reward = FALSE;
3743 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3744 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3745 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3746 handle_stuff(creature_ptr);
3749 if (old_lev != creature_ptr->lev)
3750 autopick_load_pref(creature_ptr, FALSE);
3754 * @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
3756 * @param out_val 出力先文字列ポインタ
3759 void cnv_stat(int val, char *out_val)
3762 sprintf(out_val, " %2d", val);
3766 int bonus = (val - 18);
3768 sprintf(out_val, "18/%3s", "***");
3769 } else if (bonus >= 100) {
3770 sprintf(out_val, "18/%03d", bonus);
3772 sprintf(out_val, " 18/%02d", bonus);
3777 * @brief 能力値現在値から3~17及び18/xxx様式に基づく加減算を行う。
3778 * Modify a stat value by a "modifier", return new value
3780 * @param amount 加減算値
3784 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3785 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3786 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3787 * Or even: 18/13, 18/03, 18, 17, ..., 3
3790 s16b modify_stat_value(int value, int amount)
3793 for (int i = 0; i < amount; i++) {
3799 } else if (amount < 0) {
3800 for (int i = 0; i < (0 - amount); i++) {
3801 if (value >= 18 + 10)
3803 else if (value > 18)
3815 * Hack -- Calculates the total number of points earned -JWT-
3819 long calc_score(player_type *creature_ptr)
3821 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3834 if (ironman_small_levels)
3836 if (ironman_empty_levels)
3842 if (ironman_nightmare)
3849 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3850 if (max_dlv[i] > max_dl)
3851 max_dl = max_dlv[i];
3853 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3854 u32b point_h = point_l / 0x10000L;
3855 point_l = point_l % 0x10000L;
3858 point_h += point_l / 0x10000L;
3859 point_l %= 0x10000L;
3861 point_l += ((point_h % 100) << 16);
3865 u32b point = (point_h << 16) + (point_l);
3866 if (creature_ptr->arena_number >= 0)
3867 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3869 if (ironman_downward)
3871 if (creature_ptr->pclass == CLASS_BERSERKER) {
3872 if (creature_ptr->prace == RACE_SPECTRE)
3876 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3878 if (current_world_ptr->total_winner)
3883 point = (0 - point);
3889 * @param creature_ptr プレーヤーへの参照ポインタ
3890 * @return 祝福状態ならばTRUE
3892 bool is_blessed(player_type *creature_ptr)
3894 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3897 bool is_tim_esp(player_type *creature_ptr)
3899 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3902 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3904 bool is_time_limit_esp(player_type *creature_ptr)
3906 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3909 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3911 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3914 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3917 void stop_singing(player_type *creature_ptr)
3919 if (creature_ptr->pclass != CLASS_BARD)
3922 /* Are there interupted song? */
3923 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3924 /* Forget interupted song */
3925 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3929 /* The player is singing? */
3930 if (!SINGING_SONG_EFFECT(creature_ptr))
3933 /* Hack -- if called from set_action(), avoid recursive loop */
3934 if (creature_ptr->action == ACTION_SING)
3935 set_action(creature_ptr, ACTION_NONE);
3937 /* Message text of each song or etc. */
3938 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3940 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3941 SINGING_SONG_ID(creature_ptr) = 0;
3942 creature_ptr->update |= (PU_BONUS);
3943 creature_ptr->redraw |= (PR_STATUS);
3947 * @brief 口を使う継続的な処理を中断する
3948 * @param caster_ptr プレーヤーへの参照ポインタ
3951 void stop_mouth(player_type *caster_ptr)
3953 if (music_singing_any(caster_ptr))
3954 stop_singing(caster_ptr);
3955 if (hex_spelling_any(caster_ptr))
3956 stop_hex_spell_all(caster_ptr);
3960 * @brief ペットの維持コスト計算
3963 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3966 bool has_a_unique = FALSE;
3967 DEPTH total_friend_levels = 0;
3971 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
3972 monster_type *m_ptr;
3973 monster_race *r_ptr;
3975 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
3976 if (!monster_is_valid(m_ptr))
3978 r_ptr = &r_info[m_ptr->r_idx];
3980 if (is_pet(m_ptr)) {
3982 if (r_ptr->flags1 & RF1_UNIQUE) {
3983 if (creature_ptr->pclass == CLASS_CAVALRY) {
3984 if (creature_ptr->riding == m_idx)
3985 total_friend_levels += (r_ptr->level + 5) * 2;
3986 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
3987 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
3989 total_friend_levels += (r_ptr->level + 5) * 10;
3990 has_a_unique = TRUE;
3992 total_friend_levels += (r_ptr->level + 5) * 10;
3994 total_friend_levels += r_ptr->level;
3998 if (total_friends) {
4000 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4001 if (upkeep_factor < 0)
4003 if (upkeep_factor > 1000)
4004 upkeep_factor = 1000;
4005 return upkeep_factor;
4010 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4012 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4014 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4016 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4018 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4020 bool is_echizen(player_type *creature_ptr)
4022 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4025 int calc_weapon_weight_limit(player_type *creature_ptr)
4027 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4029 if (has_two_handed_weapons(creature_ptr))
4035 static int get_default_hand(player_type *creature_ptr)
4037 int default_hand = 0;
4039 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4040 if (!has_right_hand_weapon(creature_ptr))
4044 if (can_two_hands_wielding(creature_ptr)) {
4045 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4046 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4047 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4048 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4054 return default_hand;