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_real_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_real_value);
134 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_real_value);
136 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_real_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 player_hand main_attack_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_MAIN)) {
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_MAIN_HAND + i);
425 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_MAIN_HAND + 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_MAIN_HAND, TRUE);
440 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, TRUE);
441 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, FALSE);
442 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, FALSE);
443 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, TRUE);
444 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, TRUE);
445 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, FALSE);
446 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, 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_MAIN_HAND + i))
532 if (creature_ptr->inventory_list[INVEN_MAIN_HAND + 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_ARMS];
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_MAIN_HAND].tval > TV_SWORD)
948 cur_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight;
949 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval > TV_SWORD)
950 cur_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].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_ARMS].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_MAIN_HAND].tval <= TV_SWORD)
965 cur_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight;
966 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval <= TV_SWORD)
967 cur_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].weight;
972 case CLASS_TOURIST: {
973 if (creature_ptr->inventory_list[INVEN_MAIN_HAND].tval <= TV_SWORD)
974 cur_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight * 2 / 3;
975 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval <= TV_SWORD)
976 cur_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].weight * 2 / 3;
979 case CLASS_MINDCRAFTER:
980 case CLASS_BEASTMASTER:
981 case CLASS_MIRROR_MASTER: {
982 if (creature_ptr->inventory_list[INVEN_MAIN_HAND].tval <= TV_SWORD)
983 cur_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight / 2;
984 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval <= TV_SWORD)
985 cur_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].weight / 2;
991 case CLASS_WARRIOR_MAGE: {
992 if (creature_ptr->inventory_list[INVEN_MAIN_HAND].tval <= TV_SWORD)
993 cur_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight / 3;
994 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval <= TV_SWORD)
995 cur_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].weight / 3;
999 case CLASS_CHAOS_WARRIOR: {
1000 if (creature_ptr->inventory_list[INVEN_MAIN_HAND].tval <= TV_SWORD)
1001 cur_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight / 5;
1002 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval <= TV_SWORD)
1003 cur_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].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_MAIN_HAND; 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_MAIN_HAND; 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_MAIN_HAND; 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_MAIN_HAND].k_idx || can_attack_with_main_hand(creature_ptr))
1275 && (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(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_MAIN_HAND; 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_MAIN_HAND; 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_MAIN_HAND; 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_MAIN_HAND].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_MAIN_HAND; 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_MAIN_HAND + i];
1637 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + 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_MAIN) && !can_attack_with_sub_hand(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_MAIN_HAND + i];
1665 object_flags(creature_ptr, o_ptr, flgs);
1666 creature_ptr->heavy_wield[i] = FALSE;
1667 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + 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_MAIN_HAND; 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) {
1870 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1874 if (creature_ptr->muta3 & MUT3_PUNY) {
1879 if (creature_ptr->tsuyoshi) {
1887 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1891 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1897 * * 変異MUT3_HYPER_INTで加算(+4)
1898 * * 変異MUT3_MORONICで減算(-4)
1900 s16b calc_intelligence_addition(player_type *creature_ptr)
1903 const player_race *tmp_rp_ptr;
1904 if (creature_ptr->mimic_form)
1905 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1907 tmp_rp_ptr = &race_info[creature_ptr->prace];
1908 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1909 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1910 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1912 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1914 BIT_FLAGS flgs[TR_FLAG_SIZE];
1915 o_ptr = &creature_ptr->inventory_list[i];
1918 object_flags(creature_ptr, o_ptr, flgs);
1919 if (has_flag(flgs, TR_INT)) {
1924 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1928 if (creature_ptr->special_defense & KAMAE_GENBU) {
1930 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1934 if (creature_ptr->muta3) {
1935 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1939 if (creature_ptr->muta3 & MUT3_MORONIC) {
1949 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1953 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1959 * * 変異MUT3_HYPER_INTで加算(+4)
1960 * * 変異MUT3_MORONICで減算(-4)
1962 static s16b calc_wisdom_addition(player_type *creature_ptr)
1965 const player_race *tmp_rp_ptr;
1966 if (creature_ptr->mimic_form)
1967 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1969 tmp_rp_ptr = &race_info[creature_ptr->prace];
1970 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1971 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1972 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1974 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1976 BIT_FLAGS flgs[TR_FLAG_SIZE];
1977 o_ptr = &creature_ptr->inventory_list[i];
1980 object_flags(creature_ptr, o_ptr, flgs);
1981 if (has_flag(flgs, TR_WIS)) {
1986 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1990 if (creature_ptr->special_defense & KAMAE_GENBU) {
1992 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1996 if (creature_ptr->muta3) {
1997 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2001 if (creature_ptr->muta3 & MUT3_MORONIC) {
2011 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2015 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2016 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2022 * * 変異MUT3_IRON_SKINで減算(-1)
2023 * * 変異MUT3_LIMBERで加算(+3)
2024 * * 変異MUT3_ARTHRITISで減算(-3)
2026 static s16b calc_dexterity_addition(player_type *creature_ptr)
2029 const player_race *tmp_rp_ptr;
2030 if (creature_ptr->mimic_form)
2031 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2033 tmp_rp_ptr = &race_info[creature_ptr->prace];
2034 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2035 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2036 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2038 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2039 if (creature_ptr->lev > 25)
2041 if (creature_ptr->lev > 40)
2043 if (creature_ptr->lev > 45)
2047 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2049 BIT_FLAGS flgs[TR_FLAG_SIZE];
2050 o_ptr = &creature_ptr->inventory_list[i];
2053 object_flags(creature_ptr, o_ptr, flgs);
2054 if (has_flag(flgs, TR_DEX)) {
2059 if (creature_ptr->realm1 == REALM_HEX) {
2060 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2065 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2069 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2071 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2073 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2077 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2081 if (creature_ptr->muta3 & MUT3_LIMBER) {
2085 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2094 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2098 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2099 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2105 * * 変異MUT3_RESILIENTで加算(+4)
2106 * * 変異MUT3_ALBINOで減算(-4)
2107 * * 変異MUT3_XTRA_FATで加算(+2)
2108 * * 変異MUT3_FLESH_ROTで減算(-2)
2109 * * ネオ・つよしスペシャル中で加算(+4)
2111 static s16b calc_constitution_addition(player_type *creature_ptr)
2114 const player_race *tmp_rp_ptr;
2115 if (creature_ptr->mimic_form)
2116 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2118 tmp_rp_ptr = &race_info[creature_ptr->prace];
2119 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2120 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2121 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2123 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2124 if (creature_ptr->lev > 25)
2126 if (creature_ptr->lev > 40)
2128 if (creature_ptr->lev > 45)
2132 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2134 BIT_FLAGS flgs[TR_FLAG_SIZE];
2135 o_ptr = &creature_ptr->inventory_list[i];
2138 object_flags(creature_ptr, o_ptr, flgs);
2139 if (has_flag(flgs, TR_CON))
2143 if (creature_ptr->realm1 == REALM_HEX) {
2144 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2149 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2153 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2155 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2157 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2161 if (creature_ptr->muta3) {
2162 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2166 if (creature_ptr->muta3 & MUT3_ALBINO) {
2170 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2174 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2179 if (creature_ptr->tsuyoshi) {
2188 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2192 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2195 * * 変異MUT3_FLESH_ROTで減算(-1)
2196 * * 変異MUT3_SILLY_VOIで減算(-4)
2197 * * 変異MUT3_BLANK_FACで減算(-1)
2198 * * 変異MUT3_WART_SKINで減算(-2)
2199 * * 変異MUT3_SCALESで減算(-1)
2200 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2202 static s16b calc_charisma_addition(player_type *creature_ptr)
2205 const player_race *tmp_rp_ptr;
2206 if (creature_ptr->mimic_form)
2207 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2209 tmp_rp_ptr = &race_info[creature_ptr->prace];
2210 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2211 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2212 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2214 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2216 BIT_FLAGS flgs[TR_FLAG_SIZE];
2217 o_ptr = &creature_ptr->inventory_list[i];
2220 object_flags(creature_ptr, o_ptr, flgs);
2221 if (has_flag(flgs, TR_CHR))
2225 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2229 if (creature_ptr->muta3) {
2230 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2233 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2236 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2239 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2242 if (creature_ptr->muta3 & MUT3_SCALES) {
2245 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2255 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2258 * * 性格なまけものなら加算(+10)
2260 * * 性格ちからじまんとがまんづよいなら加算(+1)
2261 * * 性格チャージマンなら加算(+5)
2262 * * 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)
2264 static s16b calc_to_magic_chance(player_type *creature_ptr)
2268 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2270 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2272 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2274 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2277 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2279 BIT_FLAGS flgs[TR_FLAG_SIZE];
2280 o_ptr = &creature_ptr->inventory_list[i];
2283 object_flags(creature_ptr, o_ptr, flgs);
2284 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2285 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2295 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2297 ARMOUR_CLASS ac = 0;
2298 if (creature_ptr->yoiyami)
2301 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2303 o_ptr = &creature_ptr->inventory_list[i];
2309 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_MAIN_HAND])
2310 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_SUB_HAND])) {
2311 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2317 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_real_value)
2319 ARMOUR_CLASS ac = 0;
2320 if (creature_ptr->yoiyami)
2323 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2325 if (creature_ptr->mimic_form) {
2326 switch (creature_ptr->mimic_form) {
2330 case MIMIC_DEMON_LORD:
2338 if (creature_ptr->pclass == CLASS_BERSERKER) {
2339 ac += 10 + creature_ptr->lev / 2;
2341 if (creature_ptr->pclass == CLASS_SORCERER) {
2345 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2347 o_ptr = &creature_ptr->inventory_list[i];
2350 if (is_real_value || object_is_known(o_ptr))
2353 if (o_ptr->curse_flags & TRC_LOW_AC) {
2354 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2355 if (is_real_value || object_is_fully_known(o_ptr))
2358 if (is_real_value || object_is_fully_known(o_ptr))
2363 if ((i == INVEN_SUB_HAND) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2368 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2369 ac += 10 + (creature_ptr->lev * 2 / 5);
2372 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
2376 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA)
2377 && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI)) {
2381 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2385 if (creature_ptr->muta3 & MUT3_SCALES) {
2389 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2393 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2394 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2395 ac += (creature_ptr->lev * 3) / 2;
2397 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2398 ac += ((creature_ptr->lev - 13) / 3);
2400 if (!(creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx) && (creature_ptr->lev > 10)) {
2401 ac += ((creature_ptr->lev - 8) / 3);
2403 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2404 ac += (creature_ptr->lev - 2) / 3;
2406 if (!(creature_ptr->inventory_list[INVEN_ARMS].k_idx)) {
2407 ac += (creature_ptr->lev / 2);
2409 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2410 ac += (creature_ptr->lev / 3);
2414 if (creature_ptr->realm1 == REALM_HEX) {
2415 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2419 for (inventory_slot_type i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
2420 object_type *o_ptr = &creature_ptr->inventory_list[i];
2423 if (!object_is_armour(creature_ptr, o_ptr))
2425 if (!object_is_cursed(o_ptr))
2427 if (o_ptr->curse_flags & TRC_CURSED)
2429 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2431 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2436 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2438 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2440 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2444 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2446 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2450 if (is_blessed(creature_ptr)) {
2454 if (is_shero(creature_ptr)) {
2458 if (creature_ptr->pclass == CLASS_NINJA) {
2459 if ((!creature_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(creature_ptr))
2460 && (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(creature_ptr))) {
2461 ac += creature_ptr->lev / 2 + 5;
2470 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2475 * ** クラッコンと妖精に加算(+レベル/10)
2476 * ** 悪魔変化/吸血鬼変化で加算(+3)
2478 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2479 * ** 忍者の装備が重ければ減算(-レベル/10)
2480 * ** 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)
2481 * ** 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)
2482 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2483 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2486 * ** 呪術「衝撃のクローク」で加算(+3)
2489 * ** 変異MUT3_XTRA_FATなら減算(-2)
2490 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2491 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2492 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2493 * ** そうでなく浮遊を持っていないなら減算(-2)
2494 * ** 棘セット装備中ならば加算(+7)
2495 * * 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
2497 * * 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
2500 static s16b calc_speed(player_type *creature_ptr)
2502 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2503 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2507 int j = calc_inventory_weight(creature_ptr);
2510 if (!creature_ptr->riding) {
2511 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2512 pow += (creature_ptr->lev) / 10;
2514 if (creature_ptr->mimic_form) {
2515 switch (creature_ptr->mimic_form) {
2519 case MIMIC_DEMON_LORD:
2528 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2529 object_type *o_ptr = &creature_ptr->inventory_list[i];
2530 BIT_FLAGS flgs[TR_FLAG_SIZE];
2531 object_flags(creature_ptr, o_ptr, flgs);
2535 if (has_flag(flgs, TR_SPEED))
2539 if (creature_ptr->pclass == CLASS_NINJA) {
2540 if (heavy_armor(creature_ptr)) {
2541 pow -= (creature_ptr->lev) / 10;
2542 } else if ((!creature_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(creature_ptr))
2543 && (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(creature_ptr))) {
2545 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2546 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2547 pow += (creature_ptr->lev) / 10;
2551 if ((creature_ptr->pclass == CLASS_MONK || creature_ptr->pclass == CLASS_FORCETRAINER) && !(heavy_armor(creature_ptr))) {
2552 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2553 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2554 pow += (creature_ptr->lev) / 10;
2557 if (creature_ptr->pclass == CLASS_BERSERKER) {
2559 if (creature_ptr->lev > 29)
2561 if (creature_ptr->lev > 39)
2563 if (creature_ptr->lev > 44)
2565 if (creature_ptr->lev > 49)
2569 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2570 pow += (creature_ptr->lev) / 10 + 5;
2573 if (is_fast(creature_ptr)) {
2577 if (creature_ptr->slow) {
2581 if (creature_ptr->realm1 == REALM_HEX) {
2582 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2587 if (creature_ptr->food >= PY_FOOD_MAX)
2590 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2593 if (creature_ptr->muta3) {
2594 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2598 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2602 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2607 if (creature_ptr->prace == RACE_MERFOLK) {
2608 if (has_flag(f_ptr->flags, FF_WATER)) {
2609 pow += (2 + creature_ptr->lev / 10);
2610 } else if (!creature_ptr->levitation) {
2615 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
2616 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN)
2617 && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
2622 count = (int)calc_weight_limit(creature_ptr);
2624 pow -= ((j - count) / (count / 5));
2626 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2627 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2628 SPEED speed = riding_m_ptr->mspeed;
2630 if (riding_m_ptr->mspeed > 110) {
2631 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2638 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2640 if (monster_fast_remaining(riding_m_ptr))
2642 if (monster_slow_remaining(riding_m_ptr))
2645 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2646 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2648 count = 1500 + riding_r_ptr->level * 25;
2650 pow -= ((j - count) / (count / 5));
2653 if (creature_ptr->action == ACTION_SEARCH)
2656 /* Maximum speed is (+99). (internally it's 110 + 99) */
2657 /* Temporary lightspeed forces to be maximum speed */
2658 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2662 /* Minimum speed is (-99). (internally it's 110 - 99) */
2670 * @brief 二刀流ペナルティ量計算
2671 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2672 * @param slot ペナルティ量を計算する武器スロット
2678 * * マンゴーシュ/脇差を左に装備した場合の軽減
2682 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2685 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
2686 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2687 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
2688 penalty = penalty / 2 - 5;
2690 if (creature_ptr->easy_2weapon) {
2693 } else if ((creature_ptr->inventory_list[INVEN_SUB_HAND].tval == TV_SWORD)
2694 && ((creature_ptr->inventory_list[INVEN_SUB_HAND].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_SUB_HAND].sval == SV_WAKIZASHI))) {
2695 penalty = MAX(0, penalty - 10);
2697 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA)
2698 && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI)) {
2699 penalty = MIN(0, penalty);
2701 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2703 if ((creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2707 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2710 return (s16b)penalty;
2713 static void calc_ind_status(player_type *creature_ptr, int status)
2716 if (creature_ptr->stat_use[status] <= 18)
2717 ind = (creature_ptr->stat_use[status] - 3);
2718 else if (creature_ptr->stat_use[status] <= 18 + 219)
2719 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2723 if (creature_ptr->stat_ind[status] == ind)
2726 creature_ptr->stat_ind[status] = (s16b)ind;
2727 if (status == A_CON) {
2728 creature_ptr->update |= (PU_HP);
2729 } else if (status == A_INT) {
2730 if (mp_ptr->spell_stat == A_INT) {
2731 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2733 } else if (status == A_WIS) {
2734 if (mp_ptr->spell_stat == A_WIS) {
2735 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2737 } else if (status == A_CHR) {
2738 if (mp_ptr->spell_stat == A_CHR) {
2739 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2743 creature_ptr->window |= (PW_PLAYER);
2746 static void calc_use_status(player_type *creature_ptr, int status)
2748 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2750 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2751 /* 10 to 18/90 charisma, guaranteed, based on level */
2752 if (use < 8 + 2 * creature_ptr->lev) {
2753 use = 8 + 2 * creature_ptr->lev;
2757 if (creature_ptr->stat_use[status] != use) {
2758 creature_ptr->stat_use[status] = (s16b)use;
2759 creature_ptr->redraw |= (PR_STATS);
2760 creature_ptr->window |= (PW_PLAYER);
2764 static void calc_top_status(player_type *creature_ptr, int status)
2766 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2768 if (creature_ptr->stat_top[status] != top) {
2769 creature_ptr->stat_top[status] = (s16b)top;
2770 creature_ptr->redraw |= (PR_STATS);
2771 creature_ptr->window |= (PW_PLAYER);
2775 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2777 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2778 if (!creature_ptr->riding)
2783 creature_ptr->riding_ryoute = FALSE;
2785 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2786 creature_ptr->riding_ryoute = TRUE;
2787 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2788 switch (creature_ptr->pclass) {
2790 case CLASS_FORCETRAINER:
2791 case CLASS_BERSERKER:
2792 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_MAIN_HAND)
2793 && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
2794 creature_ptr->riding_ryoute = TRUE;
2799 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2800 if (creature_ptr->tval_ammo != TV_ARROW)
2803 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2809 if (creature_ptr->tval_ammo == TV_BOLT)
2815 void put_equipment_warning(player_type *creature_ptr)
2817 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2818 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2820 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."));
2821 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2822 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."));
2824 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."));
2826 creature_ptr->old_heavy_shoot = heavy_shoot;
2829 for (int i = 0; i < 2; i++) {
2830 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2831 if (creature_ptr->heavy_wield[i]) {
2832 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."));
2833 } else if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + i)) {
2834 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2835 } else if (creature_ptr->heavy_wield[1 - i]) {
2836 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2838 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."));
2841 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2844 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2845 if (creature_ptr->riding_wield[i]) {
2846 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."));
2847 } else if (!creature_ptr->riding) {
2848 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2849 } else if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + i)) {
2850 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2853 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2856 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2859 if (creature_ptr->icky_wield[i]) {
2860 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."));
2861 if (current_world_ptr->is_loading_now) {
2862 chg_virtue(creature_ptr, V_FAITH, -1);
2864 } else if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + i)) {
2865 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."));
2867 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."));
2870 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2873 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2874 if (creature_ptr->riding_ryoute) {
2876 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" : "");
2878 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2882 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" : "");
2884 msg_print("You began to control the pet you're riding with one hand.");
2888 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2891 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2892 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2893 if (heavy_armor(creature_ptr)) {
2894 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."));
2895 if (current_world_ptr->is_loading_now) {
2896 chg_virtue(creature_ptr, V_HARMONY, -1);
2899 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2902 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2906 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_real_value)
2908 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2909 BIT_FLAGS flgs[TR_FLAG_SIZE];
2910 object_flags(creature_ptr, o_ptr, flgs);
2912 player_hand calc_hand = PLAYER_HAND_OTHER;
2913 if (slot == INVEN_MAIN_HAND)
2914 calc_hand = PLAYER_HAND_MAIN;
2915 if (slot == INVEN_SUB_HAND)
2916 calc_hand = PLAYER_HAND_SUB;
2919 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2921 if (is_shero(creature_ptr)) {
2922 damage += 3 + (creature_ptr->lev / 5);
2925 if (creature_ptr->stun > 50) {
2927 } else if (creature_ptr->stun) {
2931 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2933 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2934 damage += creature_ptr->lev / 6;
2935 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2936 damage += creature_ptr->lev / 6;
2938 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2939 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2946 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2947 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2948 if (o_ptr->curse_flags & (TRC_CURSED)) {
2951 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2954 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2960 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2962 o_ptr = &creature_ptr->inventory_list[i];
2963 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(creature_ptr, i))
2964 || (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2967 if (!object_is_known(o_ptr) && !is_real_value)
2969 bonus_to_d = o_ptr->to_d;
2971 if (creature_ptr->pclass == CLASS_NINJA) {
2972 if (o_ptr->to_d > 0)
2973 bonus_to_d = (o_ptr->to_d + 1) / 2;
2976 switch (player_melee_type(creature_ptr)) {
2977 case MELEE_TYPE_BAREHAND_TWO: /* fall through */
2978 case MELEE_TYPE_WEAPON_TWOHAND:
2979 if (calc_hand == main_attack_hand(creature_ptr))
2980 damage += (s16b)bonus_to_d;
2983 case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
2984 case MELEE_TYPE_WEAPON_MAIN:
2985 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING))
2986 damage += (s16b)bonus_to_d;
2989 case MELEE_TYPE_BAREHAND_SUB: /* fall through */
2990 case MELEE_TYPE_WEAPON_SUB:
2991 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING))
2992 damage += (s16b)bonus_to_d;
2995 case MELEE_TYPE_WEAPON_DOUBLE:
2996 if ((calc_hand == PLAYER_HAND_MAIN)) {
2997 if (i == INVEN_MAIN_RING) {
2998 damage += (s16b)bonus_to_d;
2999 } else if (i != INVEN_SUB_RING) {
3000 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
3003 if ((calc_hand == PLAYER_HAND_SUB)) {
3004 if (i == INVEN_SUB_RING) {
3005 damage += (s16b)bonus_to_d;
3006 } else if (i != INVEN_MAIN_RING) {
3007 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
3012 case MELEE_TYPE_SHIELD_DOUBLE:
3020 if (main_attack_hand(creature_ptr) == calc_hand) {
3021 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB))
3022 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3024 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3025 damage += MAX(bonus_to_d, 1);
3029 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3030 damage += (creature_ptr->lev / 6);
3037 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3039 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
3041 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_real_value)
3046 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3047 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3049 /* Temporary bonuses */
3050 if (is_blessed(creature_ptr)) {
3054 if (is_hero(creature_ptr)) {
3058 if (is_shero(creature_ptr)) {
3062 if (creature_ptr->stun > 50) {
3064 } else if (creature_ptr->stun) {
3068 player_hand calc_hand = PLAYER_HAND_OTHER;
3069 if (slot == INVEN_MAIN_HAND)
3070 calc_hand = PLAYER_HAND_MAIN;
3071 if (slot == INVEN_SUB_HAND)
3072 calc_hand = PLAYER_HAND_SUB;
3074 /* Default hand bonuses */
3075 if (main_attack_hand(creature_ptr) == calc_hand) {
3076 switch (player_melee_type(creature_ptr)) {
3077 case MELEE_TYPE_BAREHAND_MAIN:
3078 if (creature_ptr->riding)
3081 case MELEE_TYPE_BAREHAND_SUB:
3082 if (creature_ptr->riding)
3085 case MELEE_TYPE_BAREHAND_TWO:
3086 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3089 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB))
3090 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3092 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);
3093 hit += MAX(bonus_to_h, 1);
3097 /* Bonuses and penalties by weapon */
3098 if (has_melee_weapon(creature_ptr, slot)) {
3099 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3100 BIT_FLAGS flgs[TR_FLAG_SIZE];
3101 object_flags(creature_ptr, o_ptr, flgs);
3103 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3104 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3106 /* Traind bonuses */
3107 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3109 /* Weight penalty */
3110 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3111 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3114 /* Low melee penalty */
3115 if ((object_is_fully_known(o_ptr) || is_real_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3116 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3123 /* Riding bonus and penalty */
3124 if (creature_ptr->riding) {
3125 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3130 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3131 && !has_flag(flgs, TR_RIDING)) {
3133 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3136 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3141 hit -= (s16b)penalty;
3144 /* Class penalties */
3145 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3147 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3148 hit += creature_ptr->lev / 5;
3149 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3150 hit += creature_ptr->lev / 5;
3152 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3153 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3160 if (has_not_ninja_weapon(creature_ptr, (int)calc_hand) || has_not_monk_weapon(creature_ptr, (int)calc_hand)) {
3164 /* Hex realm bonuses */
3165 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3166 if (o_ptr->curse_flags & (TRC_CURSED)) {
3169 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3172 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3175 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3181 /* Bonuses from inventory */
3182 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3183 object_type *o_ptr = &creature_ptr->inventory_list[i];
3185 /* Ignore empty hands, handed weapons, bows and capture balls */
3186 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(creature_ptr, i))
3187 || (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3190 /* Fake value does not include unknown objects' value */
3191 if (!object_is_known(o_ptr) && !is_real_value)
3194 int bonus_to_h = o_ptr->to_h;
3196 /* When wields only a weapon */
3197 if (creature_ptr->pclass == CLASS_NINJA) {
3198 if (o_ptr->to_h > 0)
3199 bonus_to_h = (o_ptr->to_h + 1) / 2;
3202 switch (player_melee_type(creature_ptr)) {
3203 case MELEE_TYPE_BAREHAND_TWO: /* fall through */
3204 case MELEE_TYPE_WEAPON_TWOHAND:
3205 if (calc_hand == main_attack_hand(creature_ptr))
3206 hit += (s16b)bonus_to_h;
3209 case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
3210 case MELEE_TYPE_WEAPON_MAIN:
3211 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING))
3212 hit += (s16b)bonus_to_h;
3215 case MELEE_TYPE_BAREHAND_SUB: /* fall through */
3216 case MELEE_TYPE_WEAPON_SUB:
3217 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING))
3218 hit += (s16b)bonus_to_h;
3221 case MELEE_TYPE_WEAPON_DOUBLE:
3222 if ((calc_hand == PLAYER_HAND_MAIN)) {
3223 if (i == INVEN_MAIN_RING) {
3224 hit += (s16b)bonus_to_h;
3225 } else if (i != INVEN_SUB_RING) {
3226 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3229 if ((calc_hand == PLAYER_HAND_SUB)) {
3230 if (i == INVEN_SUB_RING) {
3231 hit += (s16b)bonus_to_h;
3232 } else if (i != INVEN_MAIN_RING) {
3233 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3238 case MELEE_TYPE_SHIELD_DOUBLE:
3246 /* Martial arts bonus */
3247 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3248 hit += (creature_ptr->lev / 3);
3251 /* Two handed combat penalty */
3252 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3257 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_real_value)
3261 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3262 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3266 BIT_FLAGS flgs[TR_FLAG_SIZE];
3267 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3269 object_flags(creature_ptr, o_ptr, flgs);
3271 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3272 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3281 if (creature_ptr->stun > 50) {
3283 } else if (creature_ptr->stun) {
3287 if (is_blessed(creature_ptr)) {
3291 if (is_hero(creature_ptr)) {
3295 if (is_shero(creature_ptr)) {
3299 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3301 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3302 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3306 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3307 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3308 pow += (10 + (creature_ptr->lev / 5));
3314 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3316 o_ptr = &creature_ptr->inventory_list[i];
3317 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(creature_ptr, i))
3318 || (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3321 bonus_to_h = o_ptr->to_h;
3323 if (creature_ptr->pclass == CLASS_NINJA) {
3324 if (o_ptr->to_h > 0)
3325 bonus_to_h = (o_ptr->to_h + 1) / 2;
3328 if (is_real_value || object_is_known(o_ptr))
3329 pow += (s16b)bonus_to_h;
3332 pow -= calc_riding_bow_penalty(creature_ptr);
3337 static s16b calc_to_damage_misc(player_type *creature_ptr)
3340 BIT_FLAGS flgs[TR_FLAG_SIZE];
3344 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3345 o_ptr = &creature_ptr->inventory_list[i];
3349 object_flags(creature_ptr, o_ptr, flgs);
3351 int bonus_to_d = o_ptr->to_d;
3352 if (creature_ptr->pclass == CLASS_NINJA) {
3353 if (o_ptr->to_d > 0)
3354 bonus_to_d = (o_ptr->to_d + 1) / 2;
3356 to_dam += (s16b)bonus_to_d;
3359 if (is_shero(creature_ptr)) {
3360 to_dam += 3 + (creature_ptr->lev / 5);
3363 if (creature_ptr->stun > 50) {
3365 } else if (creature_ptr->stun) {
3369 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3373 static s16b calc_to_hit_misc(player_type *creature_ptr)
3376 BIT_FLAGS flgs[TR_FLAG_SIZE];
3380 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3381 o_ptr = &creature_ptr->inventory_list[i];
3385 object_flags(creature_ptr, o_ptr, flgs);
3387 int bonus_to_h = o_ptr->to_h;
3388 if (creature_ptr->pclass == CLASS_NINJA) {
3389 if (o_ptr->to_h > 0)
3390 bonus_to_h = (o_ptr->to_h + 1) / 2;
3392 to_hit += (s16b)bonus_to_h;
3395 if (is_blessed(creature_ptr)) {
3399 if (is_hero(creature_ptr)) {
3403 if (is_shero(creature_ptr)) {
3407 if (creature_ptr->stun > 50) {
3409 } else if (creature_ptr->stun) {
3413 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3414 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3419 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3421 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3424 if (creature_ptr->riding) {
3425 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3433 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3435 (void)creature_ptr; // unused
3436 (void)slot; // unused
3441 * @brief プレイヤーの所持重量制限を計算する /
3442 * Computes current weight limit.
3445 WEIGHT calc_weight_limit(player_type *creature_ptr)
3447 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3448 if (creature_ptr->pclass == CLASS_BERSERKER)
3454 * @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 /
3455 * @param i 判定する手のID(右手:INVEN_MAIN_HAND 左手:INVEN_SUB_HAND)
3456 * @return 持っているならばTRUE
3458 bool has_melee_weapon(player_type *creature_ptr, int slot)
3460 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3464 * @brief プレイヤーの現在開いている手の状態を返す
3465 * @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。
3466 * @return 開いている手のビットフラグ
3468 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3470 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3471 if (!creature_ptr->inventory_list[INVEN_MAIN_HAND].k_idx)
3472 status |= EMPTY_HAND_MAIN;
3473 if (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx)
3474 status |= EMPTY_HAND_SUB;
3476 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3477 if (status & EMPTY_HAND_SUB)
3478 status &= ~(EMPTY_HAND_SUB);
3479 else if (status & EMPTY_HAND_MAIN)
3480 status &= ~(EMPTY_HAND_MAIN);
3487 * @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。
3488 * @return ペナルティが適用されるならばTRUE。
3490 bool heavy_armor(player_type *creature_ptr)
3492 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3495 WEIGHT monk_arm_wgt = 0;
3496 if (creature_ptr->inventory_list[INVEN_MAIN_HAND].tval > TV_SWORD)
3497 monk_arm_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight;
3498 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval > TV_SWORD)
3499 monk_arm_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].weight;
3500 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3501 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3502 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3503 monk_arm_wgt += creature_ptr->inventory_list[INVEN_ARMS].weight;
3504 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3506 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3510 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3512 * @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。
3514 void update_creature(player_type *creature_ptr)
3516 if (!creature_ptr->update)
3519 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3520 if (creature_ptr->update & (PU_AUTODESTROY)) {
3521 creature_ptr->update &= ~(PU_AUTODESTROY);
3522 autopick_delayed_alter(creature_ptr);
3525 if (creature_ptr->update & (PU_COMBINE)) {
3526 creature_ptr->update &= ~(PU_COMBINE);
3527 combine_pack(creature_ptr);
3530 if (creature_ptr->update & (PU_REORDER)) {
3531 creature_ptr->update &= ~(PU_REORDER);
3532 reorder_pack(creature_ptr);
3535 if (creature_ptr->update & (PU_BONUS)) {
3536 creature_ptr->update &= ~(PU_BONUS);
3537 calc_alignment(creature_ptr);
3538 calc_bonuses(creature_ptr);
3541 if (creature_ptr->update & (PU_TORCH)) {
3542 creature_ptr->update &= ~(PU_TORCH);
3543 calc_lite_radius(creature_ptr);
3546 if (creature_ptr->update & (PU_HP)) {
3547 creature_ptr->update &= ~(PU_HP);
3548 calc_hitpoints(creature_ptr);
3551 if (creature_ptr->update & (PU_MANA)) {
3552 creature_ptr->update &= ~(PU_MANA);
3553 calc_mana(creature_ptr);
3556 if (creature_ptr->update & (PU_SPELLS)) {
3557 creature_ptr->update &= ~(PU_SPELLS);
3558 calc_spells(creature_ptr);
3561 if (!current_world_ptr->character_generated)
3563 if (current_world_ptr->character_icky)
3565 if (creature_ptr->update & (PU_UN_LITE)) {
3566 creature_ptr->update &= ~(PU_UN_LITE);
3567 forget_lite(floor_ptr);
3570 if (creature_ptr->update & (PU_UN_VIEW)) {
3571 creature_ptr->update &= ~(PU_UN_VIEW);
3572 forget_view(floor_ptr);
3575 if (creature_ptr->update & (PU_VIEW)) {
3576 creature_ptr->update &= ~(PU_VIEW);
3577 update_view(creature_ptr);
3580 if (creature_ptr->update & (PU_LITE)) {
3581 creature_ptr->update &= ~(PU_LITE);
3582 update_lite(creature_ptr);
3585 if (creature_ptr->update & (PU_FLOW)) {
3586 creature_ptr->update &= ~(PU_FLOW);
3587 update_flow(creature_ptr);
3590 if (creature_ptr->update & (PU_DISTANCE)) {
3591 creature_ptr->update &= ~(PU_DISTANCE);
3593 update_monsters(creature_ptr, TRUE);
3596 if (creature_ptr->update & (PU_MON_LITE)) {
3597 creature_ptr->update &= ~(PU_MON_LITE);
3598 update_mon_lite(creature_ptr);
3601 if (creature_ptr->update & (PU_DELAY_VIS)) {
3602 creature_ptr->update &= ~(PU_DELAY_VIS);
3603 delayed_visual_update(creature_ptr);
3606 if (creature_ptr->update & (PU_MONSTERS)) {
3607 creature_ptr->update &= ~(PU_MONSTERS);
3608 update_monsters(creature_ptr, FALSE);
3613 * @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
3614 * @return 魔道書を一冊も持っていないならTRUEを返す
3616 bool player_has_no_spellbooks(player_type *creature_ptr)
3619 for (int i = 0; i < INVEN_PACK; i++) {
3620 o_ptr = &creature_ptr->inventory_list[i];
3621 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3625 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3626 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3627 o_ptr = &floor_ptr->o_list[i];
3628 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3635 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3637 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3640 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3643 * @return 配置に成功したらTRUE
3645 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3647 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3650 /* Save player location */
3651 creature_ptr->y = y;
3652 creature_ptr->x = x;
3657 * @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
3660 void wreck_the_pattern(player_type *creature_ptr)
3662 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3663 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3664 if (pattern_type == PATTERN_TILE_WRECKED)
3667 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3668 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3670 if (!is_invuln(creature_ptr))
3671 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3673 int to_ruin = randint1(45) + 35;
3676 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3678 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3679 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3683 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3687 * @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 /
3688 * Advance experience levels and print experience
3691 void check_experience(player_type *creature_ptr)
3693 if (creature_ptr->exp < 0)
3694 creature_ptr->exp = 0;
3695 if (creature_ptr->max_exp < 0)
3696 creature_ptr->max_exp = 0;
3697 if (creature_ptr->max_max_exp < 0)
3698 creature_ptr->max_max_exp = 0;
3700 if (creature_ptr->exp > PY_MAX_EXP)
3701 creature_ptr->exp = PY_MAX_EXP;
3702 if (creature_ptr->max_exp > PY_MAX_EXP)
3703 creature_ptr->max_exp = PY_MAX_EXP;
3704 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3705 creature_ptr->max_max_exp = PY_MAX_EXP;
3707 if (creature_ptr->exp > creature_ptr->max_exp)
3708 creature_ptr->max_exp = creature_ptr->exp;
3709 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3710 creature_ptr->max_max_exp = creature_ptr->max_exp;
3712 creature_ptr->redraw |= (PR_EXP);
3713 handle_stuff(creature_ptr);
3715 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3716 PLAYER_LEVEL old_lev = creature_ptr->lev;
3717 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3718 creature_ptr->lev--;
3719 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3720 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3721 creature_ptr->window |= (PW_PLAYER);
3722 handle_stuff(creature_ptr);
3725 bool level_reward = FALSE;
3726 bool level_mutation = FALSE;
3727 bool level_inc_stat = FALSE;
3728 while ((creature_ptr->lev < PY_MAX_LEVEL)
3729 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3730 creature_ptr->lev++;
3731 if (creature_ptr->lev > creature_ptr->max_plv) {
3732 creature_ptr->max_plv = creature_ptr->lev;
3734 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3735 level_reward = TRUE;
3737 if (creature_ptr->prace == RACE_BEASTMAN) {
3739 level_mutation = TRUE;
3741 level_inc_stat = TRUE;
3743 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3747 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3748 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3749 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3750 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3751 creature_ptr->level_up_message = TRUE;
3752 handle_stuff(creature_ptr);
3754 creature_ptr->level_up_message = FALSE;
3755 if (level_inc_stat) {
3756 if (!(creature_ptr->max_plv % 10)) {
3763 cnv_stat(creature_ptr->stat_max[0], tmp);
3764 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3765 cnv_stat(creature_ptr->stat_max[1], tmp);
3766 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3767 cnv_stat(creature_ptr->stat_max[2], tmp);
3768 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3769 cnv_stat(creature_ptr->stat_max[3], tmp);
3770 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3771 cnv_stat(creature_ptr->stat_max[4], tmp);
3772 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3773 cnv_stat(creature_ptr->stat_max[5], tmp);
3774 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3777 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3781 if ((choice >= 'a') && (choice <= 'f'))
3784 for (n = 0; n < A_MAX; n++)
3785 if (n != choice - 'a')
3787 if (get_check(_("よろしいですか?", "Are you sure? ")))
3790 do_inc_stat(creature_ptr, choice - 'a');
3792 } else if (!(creature_ptr->max_plv % 2))
3793 do_inc_stat(creature_ptr, randint0(6));
3796 if (level_mutation) {
3797 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3798 (void)gain_mutation(creature_ptr, 0);
3799 level_mutation = FALSE;
3803 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3807 gain_level_reward(creature_ptr, 0);
3808 level_reward = FALSE;
3811 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3812 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3813 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3814 handle_stuff(creature_ptr);
3817 if (old_lev != creature_ptr->lev)
3818 autopick_load_pref(creature_ptr, FALSE);
3822 * @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
3824 * @param out_val 出力先文字列ポインタ
3827 void cnv_stat(int val, char *out_val)
3830 sprintf(out_val, " %2d", val);
3834 int bonus = (val - 18);
3836 sprintf(out_val, "18/%3s", "***");
3837 } else if (bonus >= 100) {
3838 sprintf(out_val, "18/%03d", bonus);
3840 sprintf(out_val, " 18/%02d", bonus);
3845 * @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。
3846 * Modify a stat value by a "modifier", return new value
3848 * @param amount 加減算値
3852 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3853 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3854 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3855 * Or even: 18/13, 18/03, 18, 17, ..., 3
3858 s16b modify_stat_value(int value, int amount)
3861 for (int i = 0; i < amount; i++) {
3867 } else if (amount < 0) {
3868 for (int i = 0; i < (0 - amount); i++) {
3869 if (value >= 18 + 10)
3871 else if (value > 18)
3883 * Hack -- Calculates the total number of points earned -JWT-
3887 long calc_score(player_type *creature_ptr)
3889 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3902 if (ironman_small_levels)
3904 if (ironman_empty_levels)
3910 if (ironman_nightmare)
3917 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3918 if (max_dlv[i] > max_dl)
3919 max_dl = max_dlv[i];
3921 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3922 u32b point_h = point_l / 0x10000L;
3923 point_l = point_l % 0x10000L;
3926 point_h += point_l / 0x10000L;
3927 point_l %= 0x10000L;
3929 point_l += ((point_h % 100) << 16);
3933 u32b point = (point_h << 16) + (point_l);
3934 if (creature_ptr->arena_number >= 0)
3935 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3937 if (ironman_downward)
3939 if (creature_ptr->pclass == CLASS_BERSERKER) {
3940 if (creature_ptr->prace == RACE_SPECTRE)
3944 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3946 if (current_world_ptr->total_winner)
3951 point = (0 - point);
3957 * @param creature_ptr プレーヤーへの参照ポインタ
3958 * @return 祝福状態ならばTRUE
3960 bool is_blessed(player_type *creature_ptr)
3962 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3965 bool is_tim_esp(player_type *creature_ptr)
3967 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3970 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3972 bool is_time_limit_esp(player_type *creature_ptr)
3974 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3977 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3979 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3982 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3985 void stop_singing(player_type *creature_ptr)
3987 if (creature_ptr->pclass != CLASS_BARD)
3990 /* Are there interupted song? */
3991 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3992 /* Forget interupted song */
3993 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3997 /* The player is singing? */
3998 if (!SINGING_SONG_EFFECT(creature_ptr))
4001 /* Hack -- if called from set_action(), avoid recursive loop */
4002 if (creature_ptr->action == ACTION_SING)
4003 set_action(creature_ptr, ACTION_NONE);
4005 /* Message text of each song or etc. */
4006 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
4008 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
4009 SINGING_SONG_ID(creature_ptr) = 0;
4010 creature_ptr->update |= (PU_BONUS);
4011 creature_ptr->redraw |= (PR_STATUS);
4015 * @brief 口を使う継続的な処理を中断する
4016 * @param caster_ptr プレーヤーへの参照ポインタ
4019 void stop_mouth(player_type *caster_ptr)
4021 if (music_singing_any(caster_ptr))
4022 stop_singing(caster_ptr);
4023 if (hex_spelling_any(caster_ptr))
4024 stop_hex_spell_all(caster_ptr);
4028 * @brief ペットの維持コスト計算
4031 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
4034 bool has_a_unique = FALSE;
4035 DEPTH total_friend_levels = 0;
4039 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
4040 monster_type *m_ptr;
4041 monster_race *r_ptr;
4043 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4044 if (!monster_is_valid(m_ptr))
4046 r_ptr = &r_info[m_ptr->r_idx];
4048 if (is_pet(m_ptr)) {
4050 if (r_ptr->flags1 & RF1_UNIQUE) {
4051 if (creature_ptr->pclass == CLASS_CAVALRY) {
4052 if (creature_ptr->riding == m_idx)
4053 total_friend_levels += (r_ptr->level + 5) * 2;
4054 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4055 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4057 total_friend_levels += (r_ptr->level + 5) * 10;
4058 has_a_unique = TRUE;
4060 total_friend_levels += (r_ptr->level + 5) * 10;
4062 total_friend_levels += r_ptr->level;
4066 if (total_friends) {
4068 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4069 if (upkeep_factor < 0)
4071 if (upkeep_factor > 1000)
4072 upkeep_factor = 1000;
4073 return upkeep_factor;
4078 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4080 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4082 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4084 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4086 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4088 bool is_echizen(player_type *creature_ptr)
4090 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4093 int calc_weapon_weight_limit(player_type *creature_ptr)
4095 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4097 if (has_two_handed_weapons(creature_ptr))
4103 static player_hand main_attack_hand(player_type *creature_ptr)
4105 switch (player_melee_type(creature_ptr)) {
4106 case MELEE_TYPE_BAREHAND_TWO:
4107 return PLAYER_HAND_MAIN;
4108 case MELEE_TYPE_BAREHAND_MAIN:
4109 return PLAYER_HAND_MAIN;
4110 case MELEE_TYPE_BAREHAND_SUB:
4111 return PLAYER_HAND_SUB;
4112 case MELEE_TYPE_WEAPON_MAIN:
4113 return PLAYER_HAND_MAIN;
4114 case MELEE_TYPE_WEAPON_SUB:
4115 return PLAYER_HAND_SUB;
4116 case MELEE_TYPE_WEAPON_TWOHAND:
4117 return PLAYER_HAND_MAIN;
4118 case MELEE_TYPE_WEAPON_DOUBLE:
4119 return PLAYER_HAND_MAIN;
4120 case MELEE_TYPE_SHIELD_DOUBLE:
4121 return PLAYER_HAND_MAIN;