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);
401 for (int i = 0; i < A_MAX; i++) {
402 calc_top_status(creature_ptr, i);
403 calc_use_status(creature_ptr, i);
404 calc_ind_status(creature_ptr, i);
407 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
409 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
410 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
411 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
415 for (int i = 0; i < 2; i++) {
416 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
417 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
418 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
419 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_MAIN_HAND + i);
420 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_MAIN_HAND + i);
423 creature_ptr->pspeed = calc_speed(creature_ptr);
424 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
425 creature_ptr->skill_stl = calc_stealth(creature_ptr);
426 creature_ptr->skill_dis = calc_disarming(creature_ptr);
427 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
428 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
429 creature_ptr->skill_srh = calc_search(creature_ptr);
430 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
431 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
432 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
433 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
434 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, TRUE);
435 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, TRUE);
436 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, FALSE);
437 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, FALSE);
438 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, TRUE);
439 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, TRUE);
440 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, FALSE);
441 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, FALSE);
442 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
443 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
444 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
445 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
446 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
447 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
448 creature_ptr->ac = calc_base_ac(creature_ptr);
449 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
450 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
451 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
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 && mp_ptr->spell_first == SPELL_FIRST_NO_SPELL)
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) {
1762 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1765 if (creature_ptr->special_defense & KAMAE_GENBU) {
1767 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1771 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1775 num_blow += 1 + creature_ptr->extra_blows[0];
1778 if (has_not_ninja_weapon(creature_ptr, i)) {
1789 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1793 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1794 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1800 * * 変異MUT3_HYPER_STRで加算(+4)
1801 * * 変異MUT3_PUNYで減算(-4)
1802 * * ネオ・つよしスペシャル中で加算(+4)
1804 static s16b calc_strength_addition(player_type *creature_ptr)
1807 const player_race *tmp_rp_ptr;
1808 if (creature_ptr->mimic_form)
1809 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1811 tmp_rp_ptr = &race_info[creature_ptr->prace];
1812 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1813 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1814 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1816 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1817 if (creature_ptr->lev > 25)
1819 if (creature_ptr->lev > 40)
1821 if (creature_ptr->lev > 45)
1825 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1827 BIT_FLAGS flgs[TR_FLAG_SIZE];
1828 o_ptr = &creature_ptr->inventory_list[i];
1831 object_flags(creature_ptr, o_ptr, flgs);
1832 if (has_flag(flgs, TR_STR)) {
1837 if (creature_ptr->realm1 == REALM_HEX) {
1838 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1841 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1846 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1850 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1852 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1856 if (creature_ptr->muta3) {
1857 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1861 if (creature_ptr->muta3 & MUT3_PUNY) {
1866 if (creature_ptr->tsuyoshi) {
1874 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1878 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1884 * * 変異MUT3_HYPER_INTで加算(+4)
1885 * * 変異MUT3_MORONICで減算(-4)
1887 s16b calc_intelligence_addition(player_type *creature_ptr)
1890 const player_race *tmp_rp_ptr;
1891 if (creature_ptr->mimic_form)
1892 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1894 tmp_rp_ptr = &race_info[creature_ptr->prace];
1895 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1896 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1897 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1899 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1901 BIT_FLAGS flgs[TR_FLAG_SIZE];
1902 o_ptr = &creature_ptr->inventory_list[i];
1905 object_flags(creature_ptr, o_ptr, flgs);
1906 if (has_flag(flgs, TR_INT)) {
1911 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1915 if (creature_ptr->special_defense & KAMAE_GENBU) {
1917 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1921 if (creature_ptr->muta3) {
1922 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1926 if (creature_ptr->muta3 & MUT3_MORONIC) {
1936 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1940 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1946 * * 変異MUT3_HYPER_INTで加算(+4)
1947 * * 変異MUT3_MORONICで減算(-4)
1949 static s16b calc_wisdom_addition(player_type *creature_ptr)
1952 const player_race *tmp_rp_ptr;
1953 if (creature_ptr->mimic_form)
1954 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1956 tmp_rp_ptr = &race_info[creature_ptr->prace];
1957 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1958 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1959 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1961 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1963 BIT_FLAGS flgs[TR_FLAG_SIZE];
1964 o_ptr = &creature_ptr->inventory_list[i];
1967 object_flags(creature_ptr, o_ptr, flgs);
1968 if (has_flag(flgs, TR_WIS)) {
1973 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1977 if (creature_ptr->special_defense & KAMAE_GENBU) {
1979 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1983 if (creature_ptr->muta3) {
1984 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1988 if (creature_ptr->muta3 & MUT3_MORONIC) {
1998 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2002 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2003 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2009 * * 変異MUT3_IRON_SKINで減算(-1)
2010 * * 変異MUT3_LIMBERで加算(+3)
2011 * * 変異MUT3_ARTHRITISで減算(-3)
2013 static s16b calc_dexterity_addition(player_type *creature_ptr)
2016 const player_race *tmp_rp_ptr;
2017 if (creature_ptr->mimic_form)
2018 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2020 tmp_rp_ptr = &race_info[creature_ptr->prace];
2021 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2022 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2023 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2025 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2026 if (creature_ptr->lev > 25)
2028 if (creature_ptr->lev > 40)
2030 if (creature_ptr->lev > 45)
2034 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2036 BIT_FLAGS flgs[TR_FLAG_SIZE];
2037 o_ptr = &creature_ptr->inventory_list[i];
2040 object_flags(creature_ptr, o_ptr, flgs);
2041 if (has_flag(flgs, TR_DEX)) {
2046 if (creature_ptr->realm1 == REALM_HEX) {
2047 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2052 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2056 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2058 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2060 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2064 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2068 if (creature_ptr->muta3 & MUT3_LIMBER) {
2072 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2081 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2085 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2086 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2092 * * 変異MUT3_RESILIENTで加算(+4)
2093 * * 変異MUT3_ALBINOで減算(-4)
2094 * * 変異MUT3_XTRA_FATで加算(+2)
2095 * * 変異MUT3_FLESH_ROTで減算(-2)
2096 * * ネオ・つよしスペシャル中で加算(+4)
2098 static s16b calc_constitution_addition(player_type *creature_ptr)
2101 const player_race *tmp_rp_ptr;
2102 if (creature_ptr->mimic_form)
2103 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2105 tmp_rp_ptr = &race_info[creature_ptr->prace];
2106 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2107 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2108 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2110 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2111 if (creature_ptr->lev > 25)
2113 if (creature_ptr->lev > 40)
2115 if (creature_ptr->lev > 45)
2119 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2121 BIT_FLAGS flgs[TR_FLAG_SIZE];
2122 o_ptr = &creature_ptr->inventory_list[i];
2125 object_flags(creature_ptr, o_ptr, flgs);
2126 if (has_flag(flgs, TR_CON))
2130 if (creature_ptr->realm1 == REALM_HEX) {
2131 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2136 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2140 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2142 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2144 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2148 if (creature_ptr->muta3) {
2149 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2153 if (creature_ptr->muta3 & MUT3_ALBINO) {
2157 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2161 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2166 if (creature_ptr->tsuyoshi) {
2175 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2179 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2182 * * 変異MUT3_FLESH_ROTで減算(-1)
2183 * * 変異MUT3_SILLY_VOIで減算(-4)
2184 * * 変異MUT3_BLANK_FACで減算(-1)
2185 * * 変異MUT3_WART_SKINで減算(-2)
2186 * * 変異MUT3_SCALESで減算(-1)
2187 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2189 static s16b calc_charisma_addition(player_type *creature_ptr)
2192 const player_race *tmp_rp_ptr;
2193 if (creature_ptr->mimic_form)
2194 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2196 tmp_rp_ptr = &race_info[creature_ptr->prace];
2197 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2198 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2199 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2201 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2203 BIT_FLAGS flgs[TR_FLAG_SIZE];
2204 o_ptr = &creature_ptr->inventory_list[i];
2207 object_flags(creature_ptr, o_ptr, flgs);
2208 if (has_flag(flgs, TR_CHR))
2212 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2216 if (creature_ptr->muta3) {
2217 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2220 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2223 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2226 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2229 if (creature_ptr->muta3 & MUT3_SCALES) {
2232 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2242 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2245 * * 性格なまけものなら加算(+10)
2247 * * 性格ちからじまんとがまんづよいなら加算(+1)
2248 * * 性格チャージマンなら加算(+5)
2249 * * 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)
2251 static s16b calc_to_magic_chance(player_type *creature_ptr)
2255 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2257 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2259 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2261 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2264 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2266 BIT_FLAGS flgs[TR_FLAG_SIZE];
2267 o_ptr = &creature_ptr->inventory_list[i];
2270 object_flags(creature_ptr, o_ptr, flgs);
2271 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2272 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2282 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2284 ARMOUR_CLASS ac = 0;
2285 if (creature_ptr->yoiyami)
2288 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2290 o_ptr = &creature_ptr->inventory_list[i];
2296 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_MAIN_HAND])
2297 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_SUB_HAND])) {
2298 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2304 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_real_value)
2306 ARMOUR_CLASS ac = 0;
2307 if (creature_ptr->yoiyami)
2310 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2312 if (creature_ptr->mimic_form) {
2313 switch (creature_ptr->mimic_form) {
2317 case MIMIC_DEMON_LORD:
2325 if (creature_ptr->pclass == CLASS_BERSERKER) {
2326 ac += 10 + creature_ptr->lev / 2;
2328 if (creature_ptr->pclass == CLASS_SORCERER) {
2332 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2334 o_ptr = &creature_ptr->inventory_list[i];
2337 if (is_real_value || object_is_known(o_ptr))
2340 if (o_ptr->curse_flags & TRC_LOW_AC) {
2341 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2342 if (is_real_value || object_is_fully_known(o_ptr))
2345 if (is_real_value || object_is_fully_known(o_ptr))
2350 if ((i == INVEN_SUB_HAND) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2355 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2356 ac += 10 + (creature_ptr->lev * 2 / 5);
2359 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
2363 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA)
2364 && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI)) {
2368 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2372 if (creature_ptr->muta3 & MUT3_SCALES) {
2376 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2380 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2381 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2382 ac += (creature_ptr->lev * 3) / 2;
2384 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2385 ac += ((creature_ptr->lev - 13) / 3);
2387 if (!(creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx) && (creature_ptr->lev > 10)) {
2388 ac += ((creature_ptr->lev - 8) / 3);
2390 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2391 ac += (creature_ptr->lev - 2) / 3;
2393 if (!(creature_ptr->inventory_list[INVEN_ARMS].k_idx)) {
2394 ac += (creature_ptr->lev / 2);
2396 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2397 ac += (creature_ptr->lev / 3);
2401 if (creature_ptr->realm1 == REALM_HEX) {
2402 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2406 for (inventory_slot_type i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
2407 object_type *o_ptr = &creature_ptr->inventory_list[i];
2410 if (!object_is_armour(creature_ptr, o_ptr))
2412 if (!object_is_cursed(o_ptr))
2414 if (o_ptr->curse_flags & TRC_CURSED)
2416 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2418 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2423 if (creature_ptr->special_defense & KAMAE_GENBU) {
2424 ac += (creature_ptr->lev * creature_ptr->lev) / 50;
2425 } else if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2427 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2429 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2433 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2435 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2439 if (is_blessed(creature_ptr)) {
2443 if (is_shero(creature_ptr)) {
2447 if (creature_ptr->pclass == CLASS_NINJA) {
2448 if ((!creature_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(creature_ptr))
2449 && (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(creature_ptr))) {
2450 ac += creature_ptr->lev / 2 + 5;
2459 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2464 * ** クラッコンと妖精に加算(+レベル/10)
2465 * ** 悪魔変化/吸血鬼変化で加算(+3)
2467 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2468 * ** 忍者の装備が重ければ減算(-レベル/10)
2469 * ** 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)
2470 * ** 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)
2471 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2472 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2475 * ** 呪術「衝撃のクローク」で加算(+3)
2478 * ** 変異MUT3_XTRA_FATなら減算(-2)
2479 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2480 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2481 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2482 * ** そうでなく浮遊を持っていないなら減算(-2)
2483 * ** 棘セット装備中ならば加算(+7)
2484 * * 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
2486 * * 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
2489 static s16b calc_speed(player_type *creature_ptr)
2491 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2492 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2496 int j = calc_inventory_weight(creature_ptr);
2499 if (!creature_ptr->riding) {
2500 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2501 pow += (creature_ptr->lev) / 10;
2503 if (creature_ptr->mimic_form) {
2504 switch (creature_ptr->mimic_form) {
2508 case MIMIC_DEMON_LORD:
2517 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2518 object_type *o_ptr = &creature_ptr->inventory_list[i];
2519 BIT_FLAGS flgs[TR_FLAG_SIZE];
2520 object_flags(creature_ptr, o_ptr, flgs);
2524 if (has_flag(flgs, TR_SPEED))
2528 if (creature_ptr->pclass == CLASS_NINJA) {
2529 if (heavy_armor(creature_ptr)) {
2530 pow -= (creature_ptr->lev) / 10;
2531 } else if ((!creature_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(creature_ptr))
2532 && (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(creature_ptr))) {
2534 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2535 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2536 pow += (creature_ptr->lev) / 10;
2540 if ((creature_ptr->pclass == CLASS_MONK || creature_ptr->pclass == CLASS_FORCETRAINER) && !(heavy_armor(creature_ptr))) {
2541 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2542 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2543 pow += (creature_ptr->lev) / 10;
2546 if (creature_ptr->pclass == CLASS_BERSERKER) {
2548 if (creature_ptr->lev > 29)
2550 if (creature_ptr->lev > 39)
2552 if (creature_ptr->lev > 44)
2554 if (creature_ptr->lev > 49)
2558 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2559 pow += (creature_ptr->lev) / 10 + 5;
2562 if (is_fast(creature_ptr)) {
2566 if (creature_ptr->slow) {
2570 if (creature_ptr->realm1 == REALM_HEX) {
2571 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2576 if (creature_ptr->food >= PY_FOOD_MAX)
2579 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2582 if (creature_ptr->muta3) {
2583 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2587 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2591 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2596 if (creature_ptr->prace == RACE_MERFOLK) {
2597 if (has_flag(f_ptr->flags, FF_WATER)) {
2598 pow += (2 + creature_ptr->lev / 10);
2599 } else if (!creature_ptr->levitation) {
2604 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
2605 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN)
2606 && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
2611 count = (int)calc_weight_limit(creature_ptr);
2613 pow -= ((j - count) / (count / 5));
2615 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2616 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2617 SPEED speed = riding_m_ptr->mspeed;
2619 if (riding_m_ptr->mspeed > 110) {
2620 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2627 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2629 if (monster_fast_remaining(riding_m_ptr))
2631 if (monster_slow_remaining(riding_m_ptr))
2634 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2635 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2637 count = 1500 + riding_r_ptr->level * 25;
2639 pow -= ((j - count) / (count / 5));
2642 if (creature_ptr->action == ACTION_SEARCH)
2645 /* Maximum speed is (+99). (internally it's 110 + 99) */
2646 /* Temporary lightspeed forces to be maximum speed */
2647 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2651 /* Minimum speed is (-99). (internally it's 110 - 99) */
2659 * @brief 二刀流ペナルティ量計算
2660 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2661 * @param slot ペナルティ量を計算する武器スロット
2667 * * マンゴーシュ/脇差を左に装備した場合の軽減
2671 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2674 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
2675 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2676 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
2677 penalty = penalty / 2 - 5;
2679 if (creature_ptr->easy_2weapon) {
2682 } else if ((creature_ptr->inventory_list[INVEN_SUB_HAND].tval == TV_SWORD)
2683 && ((creature_ptr->inventory_list[INVEN_SUB_HAND].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_SUB_HAND].sval == SV_WAKIZASHI))) {
2684 penalty = MAX(0, penalty - 10);
2686 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA)
2687 && (creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI)) {
2688 penalty = MIN(0, penalty);
2690 if ((creature_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2692 if ((creature_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2696 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2699 return (s16b)penalty;
2702 static void calc_ind_status(player_type *creature_ptr, int status)
2705 if (creature_ptr->stat_use[status] <= 18)
2706 ind = (creature_ptr->stat_use[status] - 3);
2707 else if (creature_ptr->stat_use[status] <= 18 + 219)
2708 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2712 if (creature_ptr->stat_ind[status] == ind)
2715 creature_ptr->stat_ind[status] = (s16b)ind;
2716 if (status == A_CON) {
2717 creature_ptr->update |= (PU_HP);
2718 } else if (status == A_INT) {
2719 if (mp_ptr->spell_stat == A_INT) {
2720 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2722 } else if (status == A_WIS) {
2723 if (mp_ptr->spell_stat == A_WIS) {
2724 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2726 } else if (status == A_CHR) {
2727 if (mp_ptr->spell_stat == A_CHR) {
2728 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2732 creature_ptr->window |= (PW_PLAYER);
2735 static void calc_use_status(player_type *creature_ptr, int status)
2737 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2739 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2740 /* 10 to 18/90 charisma, guaranteed, based on level */
2741 if (use < 8 + 2 * creature_ptr->lev) {
2742 use = 8 + 2 * creature_ptr->lev;
2746 if (creature_ptr->stat_use[status] != use) {
2747 creature_ptr->stat_use[status] = (s16b)use;
2748 creature_ptr->redraw |= (PR_STATS);
2749 creature_ptr->window |= (PW_PLAYER);
2753 static void calc_top_status(player_type *creature_ptr, int status)
2755 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2757 if (creature_ptr->stat_top[status] != top) {
2758 creature_ptr->stat_top[status] = (s16b)top;
2759 creature_ptr->redraw |= (PR_STATS);
2760 creature_ptr->window |= (PW_PLAYER);
2764 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2766 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2767 if (!creature_ptr->riding)
2772 creature_ptr->riding_ryoute = FALSE;
2774 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2775 creature_ptr->riding_ryoute = TRUE;
2776 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2777 switch (creature_ptr->pclass) {
2779 case CLASS_FORCETRAINER:
2780 case CLASS_BERSERKER:
2781 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_MAIN_HAND)
2782 && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
2783 creature_ptr->riding_ryoute = TRUE;
2788 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2789 if (creature_ptr->tval_ammo != TV_ARROW)
2792 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2798 if (creature_ptr->tval_ammo == TV_BOLT)
2804 void put_equipment_warning(player_type *creature_ptr)
2806 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2807 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2809 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."));
2810 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2811 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."));
2813 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."));
2815 creature_ptr->old_heavy_shoot = heavy_shoot;
2818 for (int i = 0; i < 2; i++) {
2819 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2820 if (creature_ptr->heavy_wield[i]) {
2821 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."));
2822 } else if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + i)) {
2823 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2824 } else if (creature_ptr->heavy_wield[1 - i]) {
2825 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2827 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."));
2830 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2833 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2834 if (creature_ptr->riding_wield[i]) {
2835 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."));
2836 } else if (!creature_ptr->riding) {
2837 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2838 } else if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + i)) {
2839 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2842 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2845 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2848 if (creature_ptr->icky_wield[i]) {
2849 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."));
2850 if (current_world_ptr->is_loading_now) {
2851 chg_virtue(creature_ptr, V_FAITH, -1);
2853 } else if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND + i)) {
2854 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."));
2856 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."));
2859 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2862 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2863 if (creature_ptr->riding_ryoute) {
2865 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" : "");
2867 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2871 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" : "");
2873 msg_print("You began to control the pet you're riding with one hand.");
2877 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2880 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2881 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2882 if (heavy_armor(creature_ptr)) {
2883 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."));
2884 if (current_world_ptr->is_loading_now) {
2885 chg_virtue(creature_ptr, V_HARMONY, -1);
2888 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2891 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2895 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_real_value)
2897 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2898 BIT_FLAGS flgs[TR_FLAG_SIZE];
2899 object_flags(creature_ptr, o_ptr, flgs);
2901 player_hand calc_hand = PLAYER_HAND_OTHER;
2902 if (slot == INVEN_MAIN_HAND)
2903 calc_hand = PLAYER_HAND_MAIN;
2904 if (slot == INVEN_SUB_HAND)
2905 calc_hand = PLAYER_HAND_SUB;
2908 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2910 if (is_shero(creature_ptr)) {
2911 damage += 3 + (creature_ptr->lev / 5);
2914 if (creature_ptr->stun > 50) {
2916 } else if (creature_ptr->stun) {
2920 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2922 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2923 damage += creature_ptr->lev / 6;
2924 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2925 damage += creature_ptr->lev / 6;
2927 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2928 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2933 } else if (creature_ptr->pclass == CLASS_FORCETRAINER) {
2934 // 練気術師は格闘ダメージに (気)/5 の修正を得る。
2935 if (is_martial_arts_mode(creature_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2936 damage += get_current_ki(creature_ptr) / 5;
2940 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2941 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2942 if (o_ptr->curse_flags & (TRC_CURSED)) {
2945 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2948 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2954 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2956 o_ptr = &creature_ptr->inventory_list[i];
2957 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(creature_ptr, i))
2958 || (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2961 if (!object_is_known(o_ptr) && !is_real_value)
2963 bonus_to_d = o_ptr->to_d;
2965 if (creature_ptr->pclass == CLASS_NINJA) {
2966 if (o_ptr->to_d > 0)
2967 bonus_to_d = (o_ptr->to_d + 1) / 2;
2970 switch (player_melee_type(creature_ptr)) {
2971 case MELEE_TYPE_BAREHAND_TWO: /* fall through */
2972 case MELEE_TYPE_WEAPON_TWOHAND:
2973 if (calc_hand == main_attack_hand(creature_ptr))
2974 damage += (s16b)bonus_to_d;
2977 case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
2978 case MELEE_TYPE_WEAPON_MAIN:
2979 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING))
2980 damage += (s16b)bonus_to_d;
2983 case MELEE_TYPE_BAREHAND_SUB: /* fall through */
2984 case MELEE_TYPE_WEAPON_SUB:
2985 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING))
2986 damage += (s16b)bonus_to_d;
2989 case MELEE_TYPE_WEAPON_DOUBLE:
2990 if ((calc_hand == PLAYER_HAND_MAIN)) {
2991 if (i == INVEN_MAIN_RING) {
2992 damage += (s16b)bonus_to_d;
2993 } else if (i != INVEN_SUB_RING) {
2994 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2997 if ((calc_hand == PLAYER_HAND_SUB)) {
2998 if (i == INVEN_SUB_RING) {
2999 damage += (s16b)bonus_to_d;
3000 } else if (i != INVEN_MAIN_RING) {
3001 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
3006 case MELEE_TYPE_SHIELD_DOUBLE:
3014 if (main_attack_hand(creature_ptr) == calc_hand) {
3015 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB))
3016 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3018 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3019 damage += MAX(bonus_to_d, 1);
3023 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3024 damage += (creature_ptr->lev / 6);
3027 // 朱雀の構えをとっているとき、格闘ダメージに -(レベル)/6 の修正を得る。
3028 if (creature_ptr->special_defense & KAMAE_SUZAKU) {
3029 if (is_martial_arts_mode(creature_ptr) && calc_hand == PLAYER_HAND_MAIN) {
3030 damage -= (creature_ptr->lev / 6);
3038 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3040 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
3042 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_real_value)
3047 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3048 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3050 /* Temporary bonuses */
3051 if (is_blessed(creature_ptr)) {
3055 if (is_hero(creature_ptr)) {
3059 if (is_shero(creature_ptr)) {
3063 if (creature_ptr->stun > 50) {
3065 } else if (creature_ptr->stun) {
3069 player_hand calc_hand = PLAYER_HAND_OTHER;
3070 if (slot == INVEN_MAIN_HAND)
3071 calc_hand = PLAYER_HAND_MAIN;
3072 if (slot == INVEN_SUB_HAND)
3073 calc_hand = PLAYER_HAND_SUB;
3075 /* Default hand bonuses */
3076 if (main_attack_hand(creature_ptr) == calc_hand) {
3077 switch (player_melee_type(creature_ptr)) {
3078 case MELEE_TYPE_BAREHAND_MAIN:
3079 if (creature_ptr->riding)
3082 case MELEE_TYPE_BAREHAND_SUB:
3083 if (creature_ptr->riding)
3086 case MELEE_TYPE_BAREHAND_TWO:
3087 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3090 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB))
3091 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3093 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);
3094 hit += MAX(bonus_to_h, 1);
3098 /* Bonuses and penalties by weapon */
3099 if (has_melee_weapon(creature_ptr, slot)) {
3100 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3101 BIT_FLAGS flgs[TR_FLAG_SIZE];
3102 object_flags(creature_ptr, o_ptr, flgs);
3104 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3105 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3107 /* Traind bonuses */
3108 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3110 /* Weight penalty */
3111 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3112 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3115 /* Low melee penalty */
3116 if ((object_is_fully_known(o_ptr) || is_real_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3117 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3124 /* Riding bonus and penalty */
3125 if (creature_ptr->riding) {
3126 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3131 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3132 && !has_flag(flgs, TR_RIDING)) {
3134 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3137 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3142 hit -= (s16b)penalty;
3145 /* Class penalties */
3146 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3148 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3149 hit += creature_ptr->lev / 5;
3150 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3151 hit += creature_ptr->lev / 5;
3153 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3154 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3161 if (has_not_ninja_weapon(creature_ptr, (int)calc_hand) || has_not_monk_weapon(creature_ptr, (int)calc_hand)) {
3165 /* Hex realm bonuses */
3166 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3167 if (o_ptr->curse_flags & (TRC_CURSED)) {
3170 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3173 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3176 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3182 /* Bonuses from inventory */
3183 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3184 object_type *o_ptr = &creature_ptr->inventory_list[i];
3186 /* Ignore empty hands, handed weapons, bows and capture balls */
3187 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(creature_ptr, i))
3188 || (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3191 /* Fake value does not include unknown objects' value */
3192 if (!object_is_known(o_ptr) && !is_real_value)
3195 int bonus_to_h = o_ptr->to_h;
3197 /* When wields only a weapon */
3198 if (creature_ptr->pclass == CLASS_NINJA) {
3199 if (o_ptr->to_h > 0)
3200 bonus_to_h = (o_ptr->to_h + 1) / 2;
3203 switch (player_melee_type(creature_ptr)) {
3204 case MELEE_TYPE_BAREHAND_TWO: /* fall through */
3205 case MELEE_TYPE_WEAPON_TWOHAND:
3206 if (calc_hand == main_attack_hand(creature_ptr))
3207 hit += (s16b)bonus_to_h;
3210 case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
3211 case MELEE_TYPE_WEAPON_MAIN:
3212 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING))
3213 hit += (s16b)bonus_to_h;
3216 case MELEE_TYPE_BAREHAND_SUB: /* fall through */
3217 case MELEE_TYPE_WEAPON_SUB:
3218 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING))
3219 hit += (s16b)bonus_to_h;
3222 case MELEE_TYPE_WEAPON_DOUBLE:
3223 if ((calc_hand == PLAYER_HAND_MAIN)) {
3224 if (i == INVEN_MAIN_RING) {
3225 hit += (s16b)bonus_to_h;
3226 } else if (i != INVEN_SUB_RING) {
3227 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3230 if ((calc_hand == PLAYER_HAND_SUB)) {
3231 if (i == INVEN_SUB_RING) {
3232 hit += (s16b)bonus_to_h;
3233 } else if (i != INVEN_MAIN_RING) {
3234 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3239 case MELEE_TYPE_SHIELD_DOUBLE:
3247 /* Martial arts bonus */
3248 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3249 hit += (creature_ptr->lev / 3);
3252 /* Two handed combat penalty */
3253 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3255 // 朱雀の構えをとっているとき、格闘命中に -(レベル)/3 の修正を得る。
3256 if (creature_ptr->special_defense & KAMAE_SUZAKU) {
3257 if (is_martial_arts_mode(creature_ptr) && calc_hand == PLAYER_HAND_MAIN) {
3258 hit -= (creature_ptr->lev / 3);
3265 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_real_value)
3269 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3270 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3274 BIT_FLAGS flgs[TR_FLAG_SIZE];
3275 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3277 object_flags(creature_ptr, o_ptr, flgs);
3279 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3280 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3289 if (creature_ptr->stun > 50) {
3291 } else if (creature_ptr->stun) {
3295 if (is_blessed(creature_ptr)) {
3299 if (is_hero(creature_ptr)) {
3303 if (is_shero(creature_ptr)) {
3307 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3309 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3310 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3314 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3315 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3316 pow += (10 + (creature_ptr->lev / 5));
3322 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3324 o_ptr = &creature_ptr->inventory_list[i];
3325 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(creature_ptr, i))
3326 || (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3329 bonus_to_h = o_ptr->to_h;
3331 if (creature_ptr->pclass == CLASS_NINJA) {
3332 if (o_ptr->to_h > 0)
3333 bonus_to_h = (o_ptr->to_h + 1) / 2;
3336 if (is_real_value || object_is_known(o_ptr))
3337 pow += (s16b)bonus_to_h;
3340 pow -= calc_riding_bow_penalty(creature_ptr);
3345 static s16b calc_to_damage_misc(player_type *creature_ptr)
3348 BIT_FLAGS flgs[TR_FLAG_SIZE];
3352 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3353 o_ptr = &creature_ptr->inventory_list[i];
3357 object_flags(creature_ptr, o_ptr, flgs);
3359 int bonus_to_d = o_ptr->to_d;
3360 if (creature_ptr->pclass == CLASS_NINJA) {
3361 if (o_ptr->to_d > 0)
3362 bonus_to_d = (o_ptr->to_d + 1) / 2;
3364 to_dam += (s16b)bonus_to_d;
3367 if (is_shero(creature_ptr)) {
3368 to_dam += 3 + (creature_ptr->lev / 5);
3371 if (creature_ptr->stun > 50) {
3373 } else if (creature_ptr->stun) {
3377 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3381 static s16b calc_to_hit_misc(player_type *creature_ptr)
3384 BIT_FLAGS flgs[TR_FLAG_SIZE];
3388 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
3389 o_ptr = &creature_ptr->inventory_list[i];
3393 object_flags(creature_ptr, o_ptr, flgs);
3395 int bonus_to_h = o_ptr->to_h;
3396 if (creature_ptr->pclass == CLASS_NINJA) {
3397 if (o_ptr->to_h > 0)
3398 bonus_to_h = (o_ptr->to_h + 1) / 2;
3400 to_hit += (s16b)bonus_to_h;
3403 if (is_blessed(creature_ptr)) {
3407 if (is_hero(creature_ptr)) {
3411 if (is_shero(creature_ptr)) {
3415 if (creature_ptr->stun > 50) {
3417 } else if (creature_ptr->stun) {
3421 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3422 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3427 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3429 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3432 if (creature_ptr->riding) {
3433 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3441 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3443 (void)creature_ptr; // unused
3444 (void)slot; // unused
3449 * @brief プレイヤーの所持重量制限を計算する /
3450 * Computes current weight limit.
3453 WEIGHT calc_weight_limit(player_type *creature_ptr)
3455 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3456 if (creature_ptr->pclass == CLASS_BERSERKER)
3462 * @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 /
3463 * @param i 判定する手のID(右手:INVEN_MAIN_HAND 左手:INVEN_SUB_HAND)
3464 * @return 持っているならばTRUE
3466 bool has_melee_weapon(player_type *creature_ptr, int slot)
3468 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3472 * @brief プレイヤーの現在開いている手の状態を返す
3473 * @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。
3474 * @return 開いている手のビットフラグ
3476 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3478 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3479 if (!creature_ptr->inventory_list[INVEN_MAIN_HAND].k_idx)
3480 status |= EMPTY_HAND_MAIN;
3481 if (!creature_ptr->inventory_list[INVEN_SUB_HAND].k_idx)
3482 status |= EMPTY_HAND_SUB;
3484 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3485 if (status & EMPTY_HAND_SUB)
3486 status &= ~(EMPTY_HAND_SUB);
3487 else if (status & EMPTY_HAND_MAIN)
3488 status &= ~(EMPTY_HAND_MAIN);
3495 * @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。
3496 * @return ペナルティが適用されるならばTRUE。
3498 bool heavy_armor(player_type *creature_ptr)
3500 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3503 WEIGHT monk_arm_wgt = 0;
3504 if (creature_ptr->inventory_list[INVEN_MAIN_HAND].tval > TV_SWORD)
3505 monk_arm_wgt += creature_ptr->inventory_list[INVEN_MAIN_HAND].weight;
3506 if (creature_ptr->inventory_list[INVEN_SUB_HAND].tval > TV_SWORD)
3507 monk_arm_wgt += creature_ptr->inventory_list[INVEN_SUB_HAND].weight;
3508 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3509 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3510 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3511 monk_arm_wgt += creature_ptr->inventory_list[INVEN_ARMS].weight;
3512 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3514 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3518 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3520 * @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。
3522 void update_creature(player_type *creature_ptr)
3524 if (!creature_ptr->update)
3527 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3528 if (creature_ptr->update & (PU_AUTODESTROY)) {
3529 creature_ptr->update &= ~(PU_AUTODESTROY);
3530 autopick_delayed_alter(creature_ptr);
3533 if (creature_ptr->update & (PU_COMBINE)) {
3534 creature_ptr->update &= ~(PU_COMBINE);
3535 combine_pack(creature_ptr);
3538 if (creature_ptr->update & (PU_REORDER)) {
3539 creature_ptr->update &= ~(PU_REORDER);
3540 reorder_pack(creature_ptr);
3543 if (creature_ptr->update & (PU_BONUS)) {
3544 creature_ptr->update &= ~(PU_BONUS);
3545 calc_alignment(creature_ptr);
3546 calc_bonuses(creature_ptr);
3549 if (creature_ptr->update & (PU_TORCH)) {
3550 creature_ptr->update &= ~(PU_TORCH);
3551 calc_lite_radius(creature_ptr);
3554 if (creature_ptr->update & (PU_HP)) {
3555 creature_ptr->update &= ~(PU_HP);
3556 calc_hitpoints(creature_ptr);
3559 if (creature_ptr->update & (PU_MANA)) {
3560 creature_ptr->update &= ~(PU_MANA);
3561 calc_mana(creature_ptr);
3564 if (creature_ptr->update & (PU_SPELLS)) {
3565 creature_ptr->update &= ~(PU_SPELLS);
3566 calc_spells(creature_ptr);
3569 if (!current_world_ptr->character_generated)
3571 if (current_world_ptr->character_icky)
3573 if (creature_ptr->update & (PU_UN_LITE)) {
3574 creature_ptr->update &= ~(PU_UN_LITE);
3575 forget_lite(floor_ptr);
3578 if (creature_ptr->update & (PU_UN_VIEW)) {
3579 creature_ptr->update &= ~(PU_UN_VIEW);
3580 forget_view(floor_ptr);
3583 if (creature_ptr->update & (PU_VIEW)) {
3584 creature_ptr->update &= ~(PU_VIEW);
3585 update_view(creature_ptr);
3588 if (creature_ptr->update & (PU_LITE)) {
3589 creature_ptr->update &= ~(PU_LITE);
3590 update_lite(creature_ptr);
3593 if (creature_ptr->update & (PU_FLOW)) {
3594 creature_ptr->update &= ~(PU_FLOW);
3595 update_flow(creature_ptr);
3598 if (creature_ptr->update & (PU_DISTANCE)) {
3599 creature_ptr->update &= ~(PU_DISTANCE);
3601 update_monsters(creature_ptr, TRUE);
3604 if (creature_ptr->update & (PU_MON_LITE)) {
3605 creature_ptr->update &= ~(PU_MON_LITE);
3606 update_mon_lite(creature_ptr);
3609 if (creature_ptr->update & (PU_DELAY_VIS)) {
3610 creature_ptr->update &= ~(PU_DELAY_VIS);
3611 delayed_visual_update(creature_ptr);
3614 if (creature_ptr->update & (PU_MONSTERS)) {
3615 creature_ptr->update &= ~(PU_MONSTERS);
3616 update_monsters(creature_ptr, FALSE);
3621 * @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
3622 * @return 魔道書を一冊も持っていないならTRUEを返す
3624 bool player_has_no_spellbooks(player_type *creature_ptr)
3627 for (int i = 0; i < INVEN_PACK; i++) {
3628 o_ptr = &creature_ptr->inventory_list[i];
3629 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3633 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3634 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3635 o_ptr = &floor_ptr->o_list[i];
3636 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3643 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3645 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3648 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3651 * @return 配置に成功したらTRUE
3653 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3655 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3658 /* Save player location */
3659 creature_ptr->y = y;
3660 creature_ptr->x = x;
3665 * @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
3668 void wreck_the_pattern(player_type *creature_ptr)
3670 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3671 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3672 if (pattern_type == PATTERN_TILE_WRECKED)
3675 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3676 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3678 if (!is_invuln(creature_ptr))
3679 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3681 int to_ruin = randint1(45) + 35;
3684 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3686 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3687 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3691 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3695 * @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 /
3696 * Advance experience levels and print experience
3699 void check_experience(player_type *creature_ptr)
3701 if (creature_ptr->exp < 0)
3702 creature_ptr->exp = 0;
3703 if (creature_ptr->max_exp < 0)
3704 creature_ptr->max_exp = 0;
3705 if (creature_ptr->max_max_exp < 0)
3706 creature_ptr->max_max_exp = 0;
3708 if (creature_ptr->exp > PY_MAX_EXP)
3709 creature_ptr->exp = PY_MAX_EXP;
3710 if (creature_ptr->max_exp > PY_MAX_EXP)
3711 creature_ptr->max_exp = PY_MAX_EXP;
3712 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3713 creature_ptr->max_max_exp = PY_MAX_EXP;
3715 if (creature_ptr->exp > creature_ptr->max_exp)
3716 creature_ptr->max_exp = creature_ptr->exp;
3717 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3718 creature_ptr->max_max_exp = creature_ptr->max_exp;
3720 creature_ptr->redraw |= (PR_EXP);
3721 handle_stuff(creature_ptr);
3723 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3724 PLAYER_LEVEL old_lev = creature_ptr->lev;
3725 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3726 creature_ptr->lev--;
3727 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3728 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3729 creature_ptr->window |= (PW_PLAYER);
3730 handle_stuff(creature_ptr);
3733 bool level_reward = FALSE;
3734 bool level_mutation = FALSE;
3735 bool level_inc_stat = FALSE;
3736 while ((creature_ptr->lev < PY_MAX_LEVEL)
3737 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3738 creature_ptr->lev++;
3739 if (creature_ptr->lev > creature_ptr->max_plv) {
3740 creature_ptr->max_plv = creature_ptr->lev;
3742 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3743 level_reward = TRUE;
3745 if (creature_ptr->prace == RACE_BEASTMAN) {
3747 level_mutation = TRUE;
3749 level_inc_stat = TRUE;
3751 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3755 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3756 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3757 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3758 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3759 creature_ptr->level_up_message = TRUE;
3760 handle_stuff(creature_ptr);
3762 creature_ptr->level_up_message = FALSE;
3763 if (level_inc_stat) {
3764 if (!(creature_ptr->max_plv % 10)) {
3771 cnv_stat(creature_ptr->stat_max[0], tmp);
3772 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3773 cnv_stat(creature_ptr->stat_max[1], tmp);
3774 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3775 cnv_stat(creature_ptr->stat_max[2], tmp);
3776 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3777 cnv_stat(creature_ptr->stat_max[3], tmp);
3778 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3779 cnv_stat(creature_ptr->stat_max[4], tmp);
3780 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3781 cnv_stat(creature_ptr->stat_max[5], tmp);
3782 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3785 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3789 if ((choice >= 'a') && (choice <= 'f'))
3792 for (n = 0; n < A_MAX; n++)
3793 if (n != choice - 'a')
3795 if (get_check(_("よろしいですか?", "Are you sure? ")))
3798 do_inc_stat(creature_ptr, choice - 'a');
3800 } else if (!(creature_ptr->max_plv % 2))
3801 do_inc_stat(creature_ptr, randint0(6));
3804 if (level_mutation) {
3805 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3806 (void)gain_mutation(creature_ptr, 0);
3807 level_mutation = FALSE;
3811 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3815 gain_level_reward(creature_ptr, 0);
3816 level_reward = FALSE;
3819 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3820 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3821 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3822 handle_stuff(creature_ptr);
3825 if (old_lev != creature_ptr->lev)
3826 autopick_load_pref(creature_ptr, FALSE);
3830 * @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
3832 * @param out_val 出力先文字列ポインタ
3835 void cnv_stat(int val, char *out_val)
3838 sprintf(out_val, " %2d", val);
3842 int bonus = (val - 18);
3844 sprintf(out_val, "18/%3s", "***");
3845 } else if (bonus >= 100) {
3846 sprintf(out_val, "18/%03d", bonus);
3848 sprintf(out_val, " 18/%02d", bonus);
3853 * @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。
3854 * Modify a stat value by a "modifier", return new value
3856 * @param amount 加減算値
3860 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3861 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3862 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3863 * Or even: 18/13, 18/03, 18, 17, ..., 3
3866 s16b modify_stat_value(int value, int amount)
3869 for (int i = 0; i < amount; i++) {
3875 } else if (amount < 0) {
3876 for (int i = 0; i < (0 - amount); i++) {
3877 if (value >= 18 + 10)
3879 else if (value > 18)
3891 * Hack -- Calculates the total number of points earned -JWT-
3895 long calc_score(player_type *creature_ptr)
3897 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3910 if (ironman_small_levels)
3912 if (ironman_empty_levels)
3918 if (ironman_nightmare)
3925 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3926 if (max_dlv[i] > max_dl)
3927 max_dl = max_dlv[i];
3929 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3930 u32b point_h = point_l / 0x10000L;
3931 point_l = point_l % 0x10000L;
3934 point_h += point_l / 0x10000L;
3935 point_l %= 0x10000L;
3937 point_l += ((point_h % 100) << 16);
3941 u32b point = (point_h << 16) + (point_l);
3942 if (creature_ptr->arena_number >= 0)
3943 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3945 if (ironman_downward)
3947 if (creature_ptr->pclass == CLASS_BERSERKER) {
3948 if (creature_ptr->prace == RACE_SPECTRE)
3952 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3954 if (current_world_ptr->total_winner)
3959 point = (0 - point);
3965 * @param creature_ptr プレーヤーへの参照ポインタ
3966 * @return 祝福状態ならばTRUE
3968 bool is_blessed(player_type *creature_ptr)
3970 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3973 bool is_tim_esp(player_type *creature_ptr)
3975 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3978 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3980 bool is_time_limit_esp(player_type *creature_ptr)
3982 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3985 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3987 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3990 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3993 void stop_singing(player_type *creature_ptr)
3995 if (creature_ptr->pclass != CLASS_BARD)
3998 /* Are there interupted song? */
3999 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
4000 /* Forget interupted song */
4001 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
4005 /* The player is singing? */
4006 if (!SINGING_SONG_EFFECT(creature_ptr))
4009 /* Hack -- if called from set_action(), avoid recursive loop */
4010 if (creature_ptr->action == ACTION_SING)
4011 set_action(creature_ptr, ACTION_NONE);
4013 /* Message text of each song or etc. */
4014 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
4016 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
4017 SINGING_SONG_ID(creature_ptr) = 0;
4018 creature_ptr->update |= (PU_BONUS);
4019 creature_ptr->redraw |= (PR_STATUS);
4023 * @brief 口を使う継続的な処理を中断する
4024 * @param caster_ptr プレーヤーへの参照ポインタ
4027 void stop_mouth(player_type *caster_ptr)
4029 if (music_singing_any(caster_ptr))
4030 stop_singing(caster_ptr);
4031 if (hex_spelling_any(caster_ptr))
4032 stop_hex_spell_all(caster_ptr);
4036 * @brief ペットの維持コスト計算
4039 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
4042 bool has_a_unique = FALSE;
4043 DEPTH total_friend_levels = 0;
4047 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
4048 monster_type *m_ptr;
4049 monster_race *r_ptr;
4051 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4052 if (!monster_is_valid(m_ptr))
4054 r_ptr = &r_info[m_ptr->r_idx];
4056 if (is_pet(m_ptr)) {
4058 if (r_ptr->flags1 & RF1_UNIQUE) {
4059 if (creature_ptr->pclass == CLASS_CAVALRY) {
4060 if (creature_ptr->riding == m_idx)
4061 total_friend_levels += (r_ptr->level + 5) * 2;
4062 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4063 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4065 total_friend_levels += (r_ptr->level + 5) * 10;
4066 has_a_unique = TRUE;
4068 total_friend_levels += (r_ptr->level + 5) * 10;
4070 total_friend_levels += r_ptr->level;
4074 if (total_friends) {
4076 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4077 if (upkeep_factor < 0)
4079 if (upkeep_factor > 1000)
4080 upkeep_factor = 1000;
4081 return upkeep_factor;
4086 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4088 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4090 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4092 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4094 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4096 bool is_echizen(player_type *creature_ptr)
4098 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4101 int calc_weapon_weight_limit(player_type *creature_ptr)
4103 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4105 if (has_two_handed_weapons(creature_ptr))
4111 static player_hand main_attack_hand(player_type *creature_ptr)
4113 switch (player_melee_type(creature_ptr)) {
4114 case MELEE_TYPE_BAREHAND_TWO:
4115 return PLAYER_HAND_MAIN;
4116 case MELEE_TYPE_BAREHAND_MAIN:
4117 return PLAYER_HAND_MAIN;
4118 case MELEE_TYPE_BAREHAND_SUB:
4119 return PLAYER_HAND_SUB;
4120 case MELEE_TYPE_WEAPON_MAIN:
4121 return PLAYER_HAND_MAIN;
4122 case MELEE_TYPE_WEAPON_SUB:
4123 return PLAYER_HAND_SUB;
4124 case MELEE_TYPE_WEAPON_TWOHAND:
4125 return PLAYER_HAND_MAIN;
4126 case MELEE_TYPE_WEAPON_DOUBLE:
4127 return PLAYER_HAND_MAIN;
4128 case MELEE_TYPE_SHIELD_DOUBLE:
4129 return PLAYER_HAND_MAIN;