1 #include "player/player-status.h"
2 #include "artifact/fixed-art-types.h"
3 #include "autopick/autopick-reader-writer.h"
4 #include "autopick/autopick.h"
5 #include "cmd-action/cmd-pet.h"
6 #include "cmd-action/cmd-spell.h"
7 #include "cmd-io/cmd-dump.h"
8 #include "cmd-item/cmd-magiceat.h"
9 #include "combat/attack-power-table.h"
10 #include "core/asking-player.h"
11 #include "core/player-redraw-types.h"
12 #include "core/player-update-types.h"
13 #include "core/stuff-handler.h"
14 #include "core/window-redrawer.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/dungeon.h"
17 #include "effect/effect-characteristics.h"
18 #include "floor/cave.h"
19 #include "floor/floor-events.h"
20 #include "floor/floor-leaver.h"
21 #include "floor/floor-save.h"
22 #include "floor/floor-util.h"
23 #include "game-option/birth-options.h"
24 #include "grid/feature.h"
25 #include "inventory/inventory-object.h"
26 #include "inventory/inventory-slot-types.h"
27 #include "io/input-key-acceptor.h"
28 #include "io/write-diary.h"
29 #include "main/sound-definitions-table.h"
30 #include "main/sound-of-music.h"
31 #include "market/arena-info-table.h"
32 #include "mind/mind-force-trainer.h"
33 #include "mind/mind-ninja.h"
34 #include "monster-floor/monster-lite.h"
35 #include "monster-floor/monster-remover.h"
36 #include "monster-race/monster-race-hook.h"
37 #include "monster-race/monster-race.h"
38 #include "monster-race/race-flags1.h"
39 #include "monster-race/race-flags2.h"
40 #include "monster-race/race-flags3.h"
41 #include "monster-race/race-flags7.h"
42 #include "monster/monster-info.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/smart-learn-types.h"
46 #include "mutation/mutation-calculator.h"
47 #include "mutation/mutation-flag-types.h"
48 #include "mutation/mutation-investor-remover.h"
49 #include "object-enchant/object-ego.h"
50 #include "object-enchant/special-object-flags.h"
51 #include "object-enchant/tr-types.h"
52 #include "object-enchant/trc-types.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-checker.h"
55 #include "object-hook/hook-weapon.h"
56 #include "object/object-flags.h"
57 #include "object/object-info.h"
58 #include "object/object-mark-types.h"
59 #include "perception/object-perception.h"
60 #include "pet/pet-util.h"
61 #include "player-info/avatar.h"
62 #include "player/attack-defense-types.h"
63 #include "player/digestion-processor.h"
64 #include "player/mimic-info-table.h"
65 #include "player/patron.h"
66 #include "player/player-class.h"
67 #include "player/player-damage.h"
68 #include "player/player-move.h"
69 #include "player/player-personalities-types.h"
70 #include "player/player-personality.h"
71 #include "player/player-race-types.h"
72 #include "player/player-skill.h"
73 #include "player/player-status-flags.h"
74 #include "player/player-status-table.h"
75 #include "player/player-view.h"
76 #include "player/race-info-table.h"
77 #include "player/special-defense-types.h"
78 #include "realm/realm-hex-numbers.h"
79 #include "realm/realm-names-table.h"
80 #include "realm/realm-song-numbers.h"
81 #include "specific-object/bow.h"
82 #include "specific-object/torch.h"
83 #include "spell-realm/spells-hex.h"
84 #include "spell/range-calc.h"
85 #include "spell/spells-describer.h"
86 #include "spell/spells-execution.h"
87 #include "spell/spells-status.h"
88 #include "spell/technic-info-table.h"
89 #include "status/action-setter.h"
90 #include "status/base-status.h"
91 #include "sv-definition/sv-lite-types.h"
92 #include "sv-definition/sv-weapon-types.h"
93 #include "system/angband.h"
94 #include "system/floor-type-definition.h"
95 #include "term/screen-processor.h"
96 #include "util/bit-flags-calculator.h"
97 #include "util/quarks.h"
98 #include "util/string-processor.h"
99 #include "view/display-messages.h"
100 #include "world/world.h"
102 static bool is_martial_arts_mode(player_type *creature_ptr);
104 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr);
105 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr);
106 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr);
107 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr);
108 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr);
109 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr);
110 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr);
111 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr);
112 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr);
113 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr);
114 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr);
115 static s16b calc_num_blow(player_type *creature_ptr, int i);
116 static s16b calc_strength_addition(player_type *creature_ptr);
117 static s16b calc_intelligence_addition(player_type *creature_ptr);
118 static s16b calc_wisdom_addition(player_type *creature_ptr);
119 static s16b calc_dexterity_addition(player_type *creature_ptr);
120 static s16b calc_constitution_addition(player_type *creature_ptr);
121 static s16b calc_charisma_addition(player_type *creature_ptr);
122 static s16b calc_to_magic_chance(player_type *creature_ptr);
123 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr);
124 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value);
125 static s16b calc_speed(player_type *creature_ptr);
126 static s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot);
127 static void calc_use_status(player_type *creature_ptr, int status);
128 static void calc_top_status(player_type *creature_ptr, int status);
129 static void calc_ind_status(player_type *creature_ptr, int status);
130 static s16b calc_riding_bow_penalty(player_type *creature_ptr);
131 static void put_equipment_warning(player_type *creature_ptr);
133 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
134 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value);
136 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value);
138 static s16b calc_to_damage_misc(player_type *creature_ptr);
139 static s16b calc_to_hit_misc(player_type *creature_ptr);
141 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot);
142 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot);
144 static int get_default_hand(player_type *creature_ptr);
146 /*** Player information ***/
149 * @brief プレイヤー用のクリーチャー構造体実体 / Static player info record
154 * @brief プレイヤー用のクリーチャー構造体参照ポインタ / Pointer to the player info
156 player_type *p_ptr = &p_body;
159 * @brief クリーチャーの抽象的善悪アライメントの表記を返す。 / Return alignment title
160 * @param creature_ptr 算出するクリーチャーの参照ポインタ。
161 * @return アライメントの表記を返す。
163 concptr your_alignment(player_type *creature_ptr)
165 if (creature_ptr->align > 150)
166 return _("大善", "Lawful");
167 else if (creature_ptr->align > 50)
168 return _("中善", "Good");
169 else if (creature_ptr->align > 10)
170 return _("小善", "Neutral Good");
171 else if (creature_ptr->align > -11)
172 return _("中立", "Neutral");
173 else if (creature_ptr->align > -51)
174 return _("小悪", "Neutral Evil");
175 else if (creature_ptr->align > -151)
176 return _("中悪", "Evil");
178 return _("大悪", "Chaotic");
182 * @brief 武器や各種スキル(騎乗以外)の抽象的表現ランクを返す。 / Return proficiency level of weapons and misc. skills (except riding)
183 * @param weapon_exp 経験値
186 int weapon_exp_level(int weapon_exp)
188 if (weapon_exp < WEAPON_EXP_BEGINNER)
189 return EXP_LEVEL_UNSKILLED;
190 else if (weapon_exp < WEAPON_EXP_SKILLED)
191 return EXP_LEVEL_BEGINNER;
192 else if (weapon_exp < WEAPON_EXP_EXPERT)
193 return EXP_LEVEL_SKILLED;
194 else if (weapon_exp < WEAPON_EXP_MASTER)
195 return EXP_LEVEL_EXPERT;
197 return EXP_LEVEL_MASTER;
201 * @brief 騎乗スキルの抽象的ランクを返す。 / Return proficiency level of riding
202 * @param weapon_exp 経験値
205 int riding_exp_level(int riding_exp)
207 if (riding_exp < RIDING_EXP_BEGINNER)
208 return EXP_LEVEL_UNSKILLED;
209 else if (riding_exp < RIDING_EXP_SKILLED)
210 return EXP_LEVEL_BEGINNER;
211 else if (riding_exp < RIDING_EXP_EXPERT)
212 return EXP_LEVEL_SKILLED;
213 else if (riding_exp < RIDING_EXP_MASTER)
214 return EXP_LEVEL_EXPERT;
216 return EXP_LEVEL_MASTER;
220 * @brief クリーチャーの呪文レベルの抽象的ランクを返す。 / Return proficiency level of spells
221 * @param spell_exp 経験値
224 int spell_exp_level(int spell_exp)
226 if (spell_exp < SPELL_EXP_BEGINNER)
227 return EXP_LEVEL_UNSKILLED;
228 else if (spell_exp < SPELL_EXP_SKILLED)
229 return EXP_LEVEL_BEGINNER;
230 else if (spell_exp < SPELL_EXP_EXPERT)
231 return EXP_LEVEL_SKILLED;
232 else if (spell_exp < SPELL_EXP_MASTER)
233 return EXP_LEVEL_EXPERT;
235 return EXP_LEVEL_MASTER;
239 * @brief 遅延描画更新 / Delayed visual update
240 * @details update_view(), update_lite(), update_mon_lite() においてのみ更新すること / Only used if update_view(), update_lite() or update_mon_lite() was called
241 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
242 * @todo 将来独自インターフェース実装にはz-term系に追い出すべきか?
245 static void delayed_visual_update(player_type *player_ptr)
247 floor_type *floor_ptr = player_ptr->current_floor_ptr;
248 for (int i = 0; i < floor_ptr->redraw_n; i++) {
249 POSITION y = floor_ptr->redraw_y[i];
250 POSITION x = floor_ptr->redraw_x[i];
252 g_ptr = &floor_ptr->grid_array[y][x];
253 if (!(g_ptr->info & CAVE_REDRAW))
256 if (g_ptr->info & CAVE_NOTE)
257 note_spot(player_ptr, y, x);
259 lite_spot(player_ptr, y, x);
261 update_monster(player_ptr, g_ptr->m_idx, FALSE);
263 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
266 floor_ptr->redraw_n = 0;
270 * @brief 射撃武器がプレイヤーにとって重すぎるかどうかの判定 /
271 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
272 * @return 重すぎるならばTRUE
274 static bool is_heavy_shoot(player_type *creature_ptr, object_type *o_ptr)
276 int hold = adj_str_hold[creature_ptr->stat_ind[A_STR]];
277 return (hold < o_ptr->weight / 10);
282 * @param creature_ptr 計算対象となるクリーチャーの参照ポインタ
285 WEIGHT calc_inventory_weight(player_type *creature_ptr)
290 for (inventory_slot_type i = 0; i < INVEN_TOTAL; i++) {
291 o_ptr = &creature_ptr->inventory_list[i];
294 weight += o_ptr->weight * o_ptr->number;
299 * @brief プレイヤーの全ステータスを更新する /
300 * Calculate the players current "state", taking into account
301 * not only race/class intrinsics, but also objects being worn
302 * and temporary spell effects.
306 * See also calc_mana() and calc_hitpoints().
308 * Take note of the new "speed code", in particular, a very strong
309 * player will start slowing down as soon as he reaches 150 pounds,
310 * but not until he reaches 450 pounds will he be half as fast as
311 * a normal kobold. This both hurts and helps the player, hurts
312 * because in the old days a player could just avoid 300 pounds,
313 * and helps because now carrying 300 pounds is not very painful.
315 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
316 * damage, since that would affect non-combat things. These values
317 * are actually added in later, at the appropriate place.
319 * This function induces various "status" messages.
321 * @todo ここで計算していた各値は一部の状態変化メッセージ処理を除き、今後必要な時に適示計算する形に移行するためほぼすべて削られる。
323 void calc_bonuses(player_type *creature_ptr)
325 int empty_hands_status = empty_hands(creature_ptr, TRUE);
328 /* Save the old vision stuff */
329 BIT_FLAGS old_telepathy = creature_ptr->telepathy;
330 BIT_FLAGS old_esp_animal = creature_ptr->esp_animal;
331 BIT_FLAGS old_esp_undead = creature_ptr->esp_undead;
332 BIT_FLAGS old_esp_demon = creature_ptr->esp_demon;
333 BIT_FLAGS old_esp_orc = creature_ptr->esp_orc;
334 BIT_FLAGS old_esp_troll = creature_ptr->esp_troll;
335 BIT_FLAGS old_esp_giant = creature_ptr->esp_giant;
336 BIT_FLAGS old_esp_dragon = creature_ptr->esp_dragon;
337 BIT_FLAGS old_esp_human = creature_ptr->esp_human;
338 BIT_FLAGS old_esp_evil = creature_ptr->esp_evil;
339 BIT_FLAGS old_esp_good = creature_ptr->esp_good;
340 BIT_FLAGS old_esp_nonliving = creature_ptr->esp_nonliving;
341 BIT_FLAGS old_esp_unique = creature_ptr->esp_unique;
342 BIT_FLAGS old_see_inv = creature_ptr->see_inv;
343 BIT_FLAGS old_mighty_throw = creature_ptr->mighty_throw;
344 s16b old_speed = creature_ptr->pspeed;
346 ARMOUR_CLASS old_dis_ac = creature_ptr->dis_ac;
347 ARMOUR_CLASS old_dis_to_a = creature_ptr->dis_to_a;
349 creature_ptr->pass_wall = has_pass_wall(creature_ptr);
350 creature_ptr->kill_wall = has_kill_wall(creature_ptr);
351 creature_ptr->xtra_might = has_xtra_might(creature_ptr);
352 creature_ptr->esp_evil = has_esp_evil(creature_ptr);
353 creature_ptr->esp_animal = has_esp_animal(creature_ptr);
354 creature_ptr->esp_undead = has_esp_undead(creature_ptr);
355 creature_ptr->esp_demon = has_esp_demon(creature_ptr);
356 creature_ptr->esp_orc = has_esp_orc(creature_ptr);
357 creature_ptr->esp_troll = has_esp_troll(creature_ptr);
358 creature_ptr->esp_giant = has_esp_giant(creature_ptr);
359 creature_ptr->esp_dragon = has_esp_dragon(creature_ptr);
360 creature_ptr->esp_human = has_esp_human(creature_ptr);
361 creature_ptr->esp_good = has_esp_good(creature_ptr);
362 creature_ptr->esp_nonliving = has_esp_nonliving(creature_ptr);
363 creature_ptr->esp_unique = has_esp_unique(creature_ptr);
364 creature_ptr->telepathy = has_esp_telepathy(creature_ptr);
365 creature_ptr->bless_blade = has_bless_blade(creature_ptr);
366 creature_ptr->easy_2weapon = has_easy2_weapon(creature_ptr);
367 creature_ptr->down_saving = has_down_saving(creature_ptr);
368 creature_ptr->yoiyami = has_no_ac(creature_ptr);
369 creature_ptr->mighty_throw = has_mighty_throw(creature_ptr);
370 creature_ptr->dec_mana = has_dec_mana(creature_ptr);
371 creature_ptr->reflect = has_reflect(creature_ptr);
372 creature_ptr->see_nocto = has_see_nocto(creature_ptr);
373 creature_ptr->warning = has_warning(creature_ptr);
374 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
375 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
376 creature_ptr->sh_fire = has_sh_fire(creature_ptr);
377 creature_ptr->sh_elec = has_sh_elec(creature_ptr);
378 creature_ptr->sh_cold = has_sh_cold(creature_ptr);
379 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
380 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
381 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
382 creature_ptr->see_inv = has_see_inv(creature_ptr);
383 creature_ptr->free_act = has_free_act(creature_ptr);
384 creature_ptr->sustain_str = has_sustain_str(creature_ptr);
385 creature_ptr->sustain_int = has_sustain_int(creature_ptr);
386 creature_ptr->sustain_wis = has_sustain_wis(creature_ptr);
387 creature_ptr->sustain_dex = has_sustain_dex(creature_ptr);
388 creature_ptr->sustain_con = has_sustain_con(creature_ptr);
389 creature_ptr->sustain_chr = has_sustain_chr(creature_ptr);
390 creature_ptr->levitation = has_levitation(creature_ptr);
391 has_can_swim(creature_ptr);
392 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
393 creature_ptr->regenerate = has_regenerate(creature_ptr);
394 has_curses(creature_ptr);
395 creature_ptr->impact = has_impact(creature_ptr);
396 has_extra_blow(creature_ptr);
397 creature_ptr->resist_acid = has_resist_acid(creature_ptr);
398 creature_ptr->resist_elec = has_resist_elec(creature_ptr);
399 creature_ptr->resist_cold = has_resist_cold(creature_ptr);
400 creature_ptr->resist_pois = has_resist_pois(creature_ptr);
401 creature_ptr->resist_conf = has_resist_conf(creature_ptr);
402 creature_ptr->resist_sound = has_resist_sound(creature_ptr);
403 creature_ptr->resist_lite = has_resist_lite(creature_ptr);
404 creature_ptr->resist_dark = has_resist_dark(creature_ptr);
405 creature_ptr->resist_chaos = has_resist_chaos(creature_ptr);
406 creature_ptr->resist_disen = has_resist_disen(creature_ptr);
407 creature_ptr->resist_shard = has_resist_shard(creature_ptr);
408 creature_ptr->resist_nexus = has_resist_nexus(creature_ptr);
409 creature_ptr->resist_blind = has_resist_blind(creature_ptr);
410 creature_ptr->resist_neth = has_resist_neth(creature_ptr);
411 creature_ptr->resist_time = has_resist_time(creature_ptr);
412 creature_ptr->resist_fear = has_resist_fear(creature_ptr);
413 creature_ptr->resist_time = has_resist_time(creature_ptr);
414 creature_ptr->resist_water = has_resist_water(creature_ptr);
416 creature_ptr->lite = has_lite(creature_ptr);
418 if (creature_ptr->special_defense & KAMAE_MASK) {
419 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
420 set_action(creature_ptr, ACTION_NONE);
424 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
425 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
426 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
427 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
428 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
429 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
430 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
431 creature_ptr->ac = calc_base_ac(creature_ptr);
432 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
433 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
434 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
436 for (int i = 0; i < A_MAX; i++) {
437 calc_top_status(creature_ptr, i);
438 calc_use_status(creature_ptr, i);
439 calc_ind_status(creature_ptr, i);
442 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
444 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
445 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
446 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
450 for (int i = 0; i < 2; i++) {
451 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
452 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
453 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
454 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
455 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
458 creature_ptr->pspeed = calc_speed(creature_ptr);
459 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
460 creature_ptr->skill_stl = calc_stealth(creature_ptr);
461 creature_ptr->skill_dis = calc_disarming(creature_ptr);
462 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
463 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
464 creature_ptr->skill_srh = calc_search(creature_ptr);
465 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
466 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
467 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
468 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
469 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
470 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
471 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
472 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
473 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
474 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
475 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
476 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
477 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
478 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
479 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
480 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
481 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
483 if (old_mighty_throw != creature_ptr->mighty_throw) {
484 creature_ptr->window |= PW_INVEN;
487 if (creature_ptr->telepathy != old_telepathy) {
488 creature_ptr->update |= (PU_MONSTERS);
491 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
492 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
493 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
494 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
495 creature_ptr->update |= (PU_MONSTERS);
498 if (creature_ptr->see_inv != old_see_inv) {
499 creature_ptr->update |= (PU_MONSTERS);
502 if (creature_ptr->pspeed != old_speed) {
503 creature_ptr->redraw |= (PR_SPEED);
506 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
507 creature_ptr->redraw |= (PR_ARMOR);
508 creature_ptr->window |= (PW_PLAYER);
511 if (current_world_ptr->character_xtra)
514 put_equipment_warning(creature_ptr);
517 static void calc_alignment(player_type *creature_ptr)
519 creature_ptr->align = 0;
520 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
521 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
524 m_ptr = &floor_ptr->m_list[m_idx];
525 if (!monster_is_valid(m_ptr))
527 r_ptr = &r_info[m_ptr->r_idx];
532 if (r_ptr->flags3 & RF3_GOOD)
533 creature_ptr->align += r_ptr->level;
534 if (r_ptr->flags3 & RF3_EVIL)
535 creature_ptr->align -= r_ptr->level;
538 if (creature_ptr->mimic_form) {
539 switch (creature_ptr->mimic_form) {
541 creature_ptr->align -= 200;
543 case MIMIC_DEMON_LORD:
544 creature_ptr->align -= 200;
548 switch (creature_ptr->prace) {
550 creature_ptr->align += 200;
553 creature_ptr->align -= 200;
558 for (int i = 0; i < 2; i++) {
559 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
561 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
563 creature_ptr->align -= 1000;
568 for (int i = 0; i < 8; i++) {
569 switch (creature_ptr->vir_types[i]) {
571 creature_ptr->align += creature_ptr->virtues[i] * 2;
580 creature_ptr->align -= creature_ptr->virtues[i];
583 creature_ptr->align += creature_ptr->virtues[i];
588 for (int i = 0; i < j; i++) {
589 if (creature_ptr->align > 0) {
590 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
591 if (creature_ptr->align < 0)
592 creature_ptr->align = 0;
593 } else if (creature_ptr->align < 0) {
594 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
595 if (creature_ptr->align > 0)
596 creature_ptr->align = 0;
602 * @brief プレイヤーの最大HPを計算する /
603 * Calculate the players (maximal) hit points
604 * Adjust current hitpoints if necessary
608 static void calc_hitpoints(player_type *creature_ptr)
610 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
611 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
614 if (creature_ptr->mimic_form) {
615 if (creature_ptr->pclass == CLASS_SORCERER)
616 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
618 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
619 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
622 if (creature_ptr->pclass == CLASS_SORCERER) {
623 if (creature_ptr->lev < 30)
624 mhp = (mhp * (45 + creature_ptr->lev) / 100);
626 mhp = (mhp * 75 / 100);
627 bonus = (bonus * 65 / 100);
632 if (creature_ptr->pclass == CLASS_BERSERKER) {
633 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
636 if (mhp < creature_ptr->lev + 1)
637 mhp = creature_ptr->lev + 1;
638 if (is_hero(creature_ptr))
640 if (is_shero(creature_ptr))
642 if (creature_ptr->tsuyoshi)
644 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
646 if (hex_spelling(creature_ptr, HEX_BUILDING))
648 if (creature_ptr->mhp == mhp)
651 if (creature_ptr->chp >= mhp) {
652 creature_ptr->chp = mhp;
653 creature_ptr->chp_frac = 0;
657 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
658 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
661 creature_ptr->mhp = mhp;
663 creature_ptr->redraw |= PR_HP;
664 creature_ptr->window |= PW_PLAYER;
668 * @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。 /
669 * Calculate number of spells player should have, and forget,
670 * or remember, spells until that number is properly reflected.
673 * Note that this function induces various "status" messages,
674 * which must be bypasses until the character is created.
676 static void calc_spells(player_type *creature_ptr)
678 if (!mp_ptr->spell_book)
680 if (!current_world_ptr->character_generated)
682 if (current_world_ptr->character_xtra)
684 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
685 creature_ptr->new_spells = 0;
689 concptr p = spell_category_name(mp_ptr->spell_book);
690 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
694 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
696 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
700 if (creature_ptr->pclass == CLASS_SAMURAI) {
702 } else if (creature_ptr->realm2 == REALM_NONE) {
703 num_allowed = (num_allowed + 1) / 2;
704 if (num_allowed > (32 + bonus))
705 num_allowed = 32 + bonus;
706 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
707 if (num_allowed > (96 + bonus))
708 num_allowed = 96 + bonus;
710 if (num_allowed > (80 + bonus))
711 num_allowed = 80 + bonus;
714 int num_boukyaku = 0;
715 for (int j = 0; j < 64; j++) {
716 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
721 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
722 for (int i = 63; i >= 0; i--) {
723 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
726 int j = creature_ptr->spell_order[i];
730 const magic_type *s_ptr;
731 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
733 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
735 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
737 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
739 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
741 if (s_ptr->slevel <= creature_ptr->lev)
744 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
745 if (!is_spell_learned)
750 creature_ptr->spell_forgotten1 |= (1L << j);
751 which = creature_ptr->realm1;
753 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
754 which = creature_ptr->realm2;
758 creature_ptr->spell_learned1 &= ~(1L << j);
759 which = creature_ptr->realm1;
761 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
762 which = creature_ptr->realm2;
766 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
768 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
770 creature_ptr->new_spells++;
773 /* Forget spells if we know too many spells */
774 for (int i = 63; i >= 0; i--) {
775 if (creature_ptr->new_spells >= 0)
777 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
780 int j = creature_ptr->spell_order[i];
784 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
785 if (!is_spell_learned)
790 creature_ptr->spell_forgotten1 |= (1L << j);
791 which = creature_ptr->realm1;
793 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
794 which = creature_ptr->realm2;
798 creature_ptr->spell_learned1 &= ~(1L << j);
799 which = creature_ptr->realm1;
801 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
802 which = creature_ptr->realm2;
806 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
808 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
810 creature_ptr->new_spells++;
813 /* Check for spells to remember */
814 for (int i = 0; i < 64; i++) {
815 if (creature_ptr->new_spells <= 0)
817 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
819 int j = creature_ptr->spell_order[i];
823 const magic_type *s_ptr;
824 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
826 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
828 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
830 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
832 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
834 if (s_ptr->slevel > creature_ptr->lev)
837 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
838 if (!is_spell_learned)
843 creature_ptr->spell_forgotten1 &= ~(1L << j);
844 which = creature_ptr->realm1;
846 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
847 which = creature_ptr->realm2;
851 creature_ptr->spell_learned1 |= (1L << j);
852 which = creature_ptr->realm1;
854 creature_ptr->spell_learned2 |= (1L << (j - 32));
855 which = creature_ptr->realm2;
859 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
861 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
863 creature_ptr->new_spells--;
866 if (creature_ptr->realm2 == REALM_NONE) {
868 for (int j = 0; j < 32; j++) {
869 const magic_type *s_ptr;
870 if (!is_magic(creature_ptr->realm1))
871 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
873 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
875 if (s_ptr->slevel > creature_ptr->lev)
878 if (creature_ptr->spell_learned1 & (1L << j)) {
887 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
888 creature_ptr->new_spells = (s16b)k;
892 if (creature_ptr->new_spells < 0)
893 creature_ptr->new_spells = 0;
895 if (creature_ptr->old_spells == creature_ptr->new_spells)
898 if (creature_ptr->new_spells) {
900 if (creature_ptr->new_spells < 10) {
901 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
903 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
906 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
910 creature_ptr->old_spells = creature_ptr->new_spells;
911 creature_ptr->redraw |= PR_STUDY;
912 creature_ptr->window |= PW_OBJECT;
916 * @brief プレイヤーの最大MPを計算する /
917 * Calculate maximum mana. You do not need to know any spells.
918 * Note that mana is lowered by heavy (or inappropriate) armor.
921 * This function induces status messages.
923 static void calc_mana(player_type *creature_ptr)
925 if (!mp_ptr->spell_book)
929 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
930 levels = creature_ptr->lev;
932 if (mp_ptr->spell_first > creature_ptr->lev) {
933 creature_ptr->msp = 0;
934 creature_ptr->redraw |= (PR_MANA);
938 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
942 if (creature_ptr->pclass == CLASS_SAMURAI) {
943 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
945 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
947 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
951 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
952 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
954 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
956 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
957 msp += msp * (25 + creature_ptr->lev) / 100;
960 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
961 BIT_FLAGS flgs[TR_FLAG_SIZE];
962 creature_ptr->cumber_glove = FALSE;
964 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
965 object_flags(creature_ptr, o_ptr, flgs);
966 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
967 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
968 creature_ptr->cumber_glove = TRUE;
973 creature_ptr->cumber_armor = FALSE;
976 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
977 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
978 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
979 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
980 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
981 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
982 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
983 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
984 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
986 switch (creature_ptr->pclass) {
988 case CLASS_HIGH_MAGE:
989 case CLASS_BLUE_MAGE:
991 case CLASS_FORCETRAINER:
992 case CLASS_SORCERER: {
993 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
994 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
995 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
996 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
1001 case CLASS_TOURIST: {
1002 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1003 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
1004 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1005 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
1008 case CLASS_MINDCRAFTER:
1009 case CLASS_BEASTMASTER:
1010 case CLASS_MIRROR_MASTER: {
1011 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1012 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
1013 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1014 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
1019 case CLASS_RED_MAGE:
1020 case CLASS_WARRIOR_MAGE: {
1021 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1022 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
1023 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1024 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1028 case CLASS_CHAOS_WARRIOR: {
1029 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1030 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1031 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1032 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1040 int max_wgt = mp_ptr->spell_weight;
1041 if ((cur_wgt - max_wgt) > 0) {
1042 creature_ptr->cumber_armor = TRUE;
1043 switch (creature_ptr->pclass) {
1045 case CLASS_HIGH_MAGE:
1046 case CLASS_BLUE_MAGE: {
1047 msp -= msp * (cur_wgt - max_wgt) / 600;
1051 case CLASS_MINDCRAFTER:
1052 case CLASS_BEASTMASTER:
1054 case CLASS_FORCETRAINER:
1056 case CLASS_MIRROR_MASTER: {
1057 msp -= msp * (cur_wgt - max_wgt) / 800;
1060 case CLASS_SORCERER: {
1061 msp -= msp * (cur_wgt - max_wgt) / 900;
1067 case CLASS_RED_MAGE: {
1068 msp -= msp * (cur_wgt - max_wgt) / 1000;
1072 case CLASS_CHAOS_WARRIOR:
1073 case CLASS_WARRIOR_MAGE: {
1074 msp -= msp * (cur_wgt - max_wgt) / 1200;
1077 case CLASS_SAMURAI: {
1078 creature_ptr->cumber_armor = FALSE;
1082 msp -= msp * (cur_wgt - max_wgt) / 800;
1091 if (creature_ptr->msp != msp) {
1092 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1093 creature_ptr->csp = msp;
1094 creature_ptr->csp_frac = 0;
1098 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1099 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1102 creature_ptr->msp = msp;
1103 creature_ptr->redraw |= (PR_MANA);
1104 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1107 if (current_world_ptr->character_xtra)
1110 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1111 if (creature_ptr->cumber_glove)
1112 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."));
1114 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."));
1116 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1119 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1122 if (creature_ptr->cumber_armor)
1123 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."));
1125 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."));
1127 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1131 * @brief 装備中の射撃武器の威力倍率を返す /
1132 * calcurate the fire rate of target object
1133 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1134 * @return 射撃倍率の値(100で1.00倍)
1136 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1138 int extra_shots = 0;
1139 BIT_FLAGS flgs[TR_FLAG_SIZE];
1141 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1143 q_ptr = &creature_ptr->inventory_list[i];
1150 object_flags(creature_ptr, q_ptr, flgs);
1151 if (has_flag(flgs, TR_XTRA_SHOTS))
1155 object_flags(creature_ptr, o_ptr, flgs);
1156 if (has_flag(flgs, TR_XTRA_SHOTS))
1160 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1164 num += (extra_shots * 100);
1166 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1167 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1168 num += (creature_ptr->lev * 4);
1171 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1172 num += (creature_ptr->lev * 3);
1175 if (creature_ptr->pclass == CLASS_ARCHER) {
1176 if (tval_ammo == TV_ARROW)
1177 num += ((creature_ptr->lev * 5) + 50);
1178 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1179 num += (creature_ptr->lev * 4);
1182 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1183 num += (creature_ptr->lev * 2);
1186 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1187 num += (creature_ptr->lev * 4);
1195 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1199 * * 変異MUT3_INFRAVISによる加算(+3)
1200 * * 魔法効果tim_infraによる加算(+3)
1201 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1203 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1205 ACTION_SKILL_POWER pow;
1206 const player_race *tmp_rp_ptr;
1208 if (creature_ptr->mimic_form)
1209 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1211 tmp_rp_ptr = &race_info[creature_ptr->prace];
1213 pow = tmp_rp_ptr->infra;
1215 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1219 if (creature_ptr->tim_infra) {
1223 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1225 BIT_FLAGS flgs[TR_FLAG_SIZE];
1226 o_ptr = &creature_ptr->inventory_list[i];
1229 object_flags(creature_ptr, o_ptr, flgs);
1230 if (has_flag(flgs, TR_INFRA))
1239 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1245 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1246 * * 変異MUT3_XTRA_NOISで減算(-3)
1247 * * 変異MUT3_MOTIONで加算(+1)
1248 * * 呪術を唱えていると減算(-(詠唱数+1))
1249 * * 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)
1251 * * 忍者がheavy_armorならば減算(-レベル/10)
1252 * * 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)
1256 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1258 ACTION_SKILL_POWER pow;
1259 const player_race *tmp_rp_ptr;
1261 if (creature_ptr->mimic_form)
1262 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1264 tmp_rp_ptr = &race_info[creature_ptr->prace];
1265 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1266 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1268 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1269 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1271 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1273 BIT_FLAGS flgs[TR_FLAG_SIZE];
1274 o_ptr = &creature_ptr->inventory_list[i];
1277 object_flags(creature_ptr, o_ptr, flgs);
1278 if (has_flag(flgs, TR_STEALTH))
1282 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1285 if (creature_ptr->muta3 & MUT3_MOTION) {
1288 if (creature_ptr->realm1 == REALM_HEX) {
1289 if (hex_spelling_any(creature_ptr))
1290 pow -= (1 + casting_hex_num(creature_ptr));
1292 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1293 pow = MIN(pow - 3, (pow + 2) / 2);
1296 if (is_shero(creature_ptr)) {
1300 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1301 pow -= (creature_ptr->lev) / 10;
1302 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1303 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1304 pow += (creature_ptr->lev) / 10;
1307 if (is_time_limit_stealth(creature_ptr))
1320 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1324 * * 職業と性格とレベルによる追加加算
1325 * * 器用さに応じたadj_dex_disテーブルによる加算
1326 * * 知力に応じたadj_int_disテーブルによる加算
1328 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1330 ACTION_SKILL_POWER pow;
1331 const player_race *tmp_rp_ptr;
1333 if (creature_ptr->mimic_form)
1334 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1336 tmp_rp_ptr = &race_info[creature_ptr->prace];
1337 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1338 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1340 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1341 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1342 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1343 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1349 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1353 * * 職業と性格とレベルによる追加加算
1354 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1355 * * 知力に応じたadj_int_devテーブルによる加算
1358 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1360 ACTION_SKILL_POWER pow;
1361 const player_race *tmp_rp_ptr;
1363 if (creature_ptr->mimic_form)
1364 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1366 tmp_rp_ptr = &race_info[creature_ptr->prace];
1367 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1368 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1370 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1371 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1373 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1375 BIT_FLAGS flgs[TR_FLAG_SIZE];
1376 o_ptr = &creature_ptr->inventory_list[i];
1379 object_flags(creature_ptr, o_ptr, flgs);
1380 if (has_flag(flgs, TR_MAGIC_MASTERY))
1381 pow += 8 * o_ptr->pval;
1384 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1386 if (is_shero(creature_ptr)) {
1394 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1398 * * 職業と性格とレベルによる追加加算
1399 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1400 * * 賢さによるadj_wis_savテーブル加算
1402 * * 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)
1403 * * クターのつぶれ状態なら(10に上書き)
1404 * * 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)
1405 * * 呪いのdown_savingがかかっているなら半減
1407 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1409 ACTION_SKILL_POWER pow;
1410 const player_race *tmp_rp_ptr;
1412 if (creature_ptr->mimic_form)
1413 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1415 tmp_rp_ptr = &race_info[creature_ptr->prace];
1416 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1417 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1419 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1420 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1422 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1423 pow += (15 + (creature_ptr->lev / 5));
1425 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1427 if (is_shero(creature_ptr))
1430 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1431 pow = 90 + creature_ptr->lev;
1433 if (creature_ptr->tsubureru)
1436 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1437 pow = 95 + creature_ptr->lev;
1439 if (creature_ptr->down_saving)
1447 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1452 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1454 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1456 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1458 ACTION_SKILL_POWER pow;
1459 const player_race *tmp_rp_ptr;
1461 if (creature_ptr->mimic_form)
1462 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1464 tmp_rp_ptr = &race_info[creature_ptr->prace];
1465 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1466 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1468 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1469 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1471 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1473 BIT_FLAGS flgs[TR_FLAG_SIZE];
1474 o_ptr = &creature_ptr->inventory_list[i];
1477 object_flags(creature_ptr, o_ptr, flgs);
1478 if (has_flag(flgs, TR_SEARCH))
1479 pow += (o_ptr->pval * 5);
1482 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1486 if (is_shero(creature_ptr)) {
1495 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1500 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1502 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1504 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1506 ACTION_SKILL_POWER pow;
1507 const player_race *tmp_rp_ptr;
1509 if (creature_ptr->mimic_form)
1510 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1512 tmp_rp_ptr = &race_info[creature_ptr->prace];
1513 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1514 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1516 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1517 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1519 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1521 BIT_FLAGS flgs[TR_FLAG_SIZE];
1522 o_ptr = &creature_ptr->inventory_list[i];
1525 object_flags(creature_ptr, o_ptr, flgs);
1526 if (has_flag(flgs, TR_SEARCH))
1527 pow += (o_ptr->pval * 5);
1530 if (is_shero(creature_ptr)) {
1534 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1543 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1546 * * 種族/職業/性格による加算とレベルによる追加加算
1548 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1550 ACTION_SKILL_POWER pow;
1551 const player_race *tmp_rp_ptr;
1552 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1553 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1555 if (creature_ptr->mimic_form)
1556 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1558 tmp_rp_ptr = &race_info[creature_ptr->prace];
1560 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1561 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1567 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1570 * * 種族/職業/性格による加算とレベルによる追加加算
1572 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1574 ACTION_SKILL_POWER pow;
1575 const player_race *tmp_rp_ptr;
1576 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1577 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1579 if (creature_ptr->mimic_form)
1580 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1582 tmp_rp_ptr = &race_info[creature_ptr->prace];
1584 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1585 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1591 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1594 * * 種族/職業/性格による加算とレベルによる追加加算
1597 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1599 ACTION_SKILL_POWER pow;
1600 const player_race *tmp_rp_ptr;
1601 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1602 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1604 if (creature_ptr->mimic_form)
1605 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1607 tmp_rp_ptr = &race_info[creature_ptr->prace];
1609 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1610 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1612 if (is_shero(creature_ptr)) {
1621 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1632 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1635 BIT_FLAGS flgs[TR_FLAG_SIZE];
1637 ACTION_SKILL_POWER pow;
1641 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1642 pow += creature_ptr->lev * 10;
1645 if (is_shero(creature_ptr))
1648 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1650 if (creature_ptr->pclass == CLASS_BERSERKER)
1651 pow += (100 + creature_ptr->lev * 8);
1653 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1654 o_ptr = &creature_ptr->inventory_list[i];
1657 object_flags(creature_ptr, o_ptr, flgs);
1658 if (has_flag(flgs, TR_TUNNEL))
1659 pow += (o_ptr->pval * 20);
1662 for (int i = 0; i < 2; i++) {
1663 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1664 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1665 pow += (o_ptr->weight / 10);
1669 if (is_shero(creature_ptr)) {
1679 static bool is_martial_arts_mode(player_type *creature_ptr)
1681 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1682 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1685 static s16b calc_num_blow(player_type *creature_ptr, int i)
1688 BIT_FLAGS flgs[TR_FLAG_SIZE];
1691 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1692 object_flags(creature_ptr, o_ptr, flgs);
1693 creature_ptr->heavy_wield[i] = FALSE;
1694 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1697 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1698 creature_ptr->heavy_wield[i] = TRUE;
1701 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1702 int str_index, dex_index;
1703 int num = 0, wgt = 0, mul = 0, div = 0;
1705 num = class_info[creature_ptr->pclass].num;
1706 wgt = class_info[creature_ptr->pclass].wgt;
1707 mul = class_info[creature_ptr->pclass].mul;
1709 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1715 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1721 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1722 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1724 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1726 if (creature_ptr->pclass == CLASS_NINJA)
1727 str_index = MAX(0, str_index - 1);
1731 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1735 num_blow = blows_table[str_index][dex_index];
1737 num_blow = (s16b)num;
1739 num_blow += (s16b)creature_ptr->extra_blows[i];
1740 if (creature_ptr->pclass == CLASS_WARRIOR)
1741 num_blow += (creature_ptr->lev / 40);
1742 else if (creature_ptr->pclass == CLASS_BERSERKER)
1743 num_blow += (creature_ptr->lev / 23);
1744 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1747 if (creature_ptr->special_defense & KATA_FUUJIN)
1750 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1760 /* Different calculation for monks with empty hands */
1761 if (is_martial_arts_mode(creature_ptr)) {
1762 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1765 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1775 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1776 if (current_ki != i) {
1777 creature_ptr->to_d[i] += current_ki / 5;
1778 creature_ptr->dis_to_d[i] += current_ki / 5;
1797 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1800 if (creature_ptr->special_defense & KAMAE_GENBU) {
1801 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1802 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1804 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1808 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1809 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1810 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1812 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1813 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1817 num_blow += 1 + creature_ptr->extra_blows[0];
1820 if (has_not_ninja_weapon(creature_ptr, i)) {
1831 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1835 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1836 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1842 * * 変異MUT3_HYPER_STRで加算(+4)
1843 * * 変異MUT3_PUNYで減算(-4)
1844 * * ネオ・つよしスペシャル中で加算(+4)
1846 static s16b calc_strength_addition(player_type *creature_ptr)
1849 const player_race *tmp_rp_ptr;
1850 if (creature_ptr->mimic_form)
1851 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1853 tmp_rp_ptr = &race_info[creature_ptr->prace];
1854 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1855 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1856 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1858 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1859 if (creature_ptr->lev > 25)
1861 if (creature_ptr->lev > 40)
1863 if (creature_ptr->lev > 45)
1867 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1869 BIT_FLAGS flgs[TR_FLAG_SIZE];
1870 o_ptr = &creature_ptr->inventory_list[i];
1873 object_flags(creature_ptr, o_ptr, flgs);
1874 if (has_flag(flgs, TR_STR)) {
1879 if (creature_ptr->realm1 == REALM_HEX) {
1880 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1883 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1888 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1892 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1894 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1898 if (creature_ptr->muta3) {
1900 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1904 if (creature_ptr->muta3 & MUT3_PUNY) {
1909 if (creature_ptr->tsuyoshi) {
1917 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1921 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1927 * * 変異MUT3_HYPER_INTで加算(+4)
1928 * * 変異MUT3_MORONICで減算(-4)
1930 s16b calc_intelligence_addition(player_type *creature_ptr)
1933 const player_race *tmp_rp_ptr;
1934 if (creature_ptr->mimic_form)
1935 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1937 tmp_rp_ptr = &race_info[creature_ptr->prace];
1938 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1939 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1940 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1942 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1944 BIT_FLAGS flgs[TR_FLAG_SIZE];
1945 o_ptr = &creature_ptr->inventory_list[i];
1948 object_flags(creature_ptr, o_ptr, flgs);
1949 if (has_flag(flgs, TR_INT)) {
1954 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1958 if (creature_ptr->special_defense & KAMAE_GENBU) {
1960 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1964 if (creature_ptr->muta3) {
1965 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1969 if (creature_ptr->muta3 & MUT3_MORONIC) {
1979 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1983 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1989 * * 変異MUT3_HYPER_INTで加算(+4)
1990 * * 変異MUT3_MORONICで減算(-4)
1992 static s16b calc_wisdom_addition(player_type *creature_ptr)
1995 const player_race *tmp_rp_ptr;
1996 if (creature_ptr->mimic_form)
1997 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1999 tmp_rp_ptr = &race_info[creature_ptr->prace];
2000 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2001 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2002 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
2004 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2006 BIT_FLAGS flgs[TR_FLAG_SIZE];
2007 o_ptr = &creature_ptr->inventory_list[i];
2010 object_flags(creature_ptr, o_ptr, flgs);
2011 if (has_flag(flgs, TR_WIS)) {
2016 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2020 if (creature_ptr->special_defense & KAMAE_GENBU) {
2022 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2026 if (creature_ptr->muta3) {
2028 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2032 if (creature_ptr->muta3 & MUT3_MORONIC) {
2042 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2046 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2047 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2053 * * 変異MUT3_IRON_SKINで減算(-1)
2054 * * 変異MUT3_LIMBERで加算(+3)
2055 * * 変異MUT3_ARTHRITISで減算(-3)
2057 static s16b calc_dexterity_addition(player_type *creature_ptr)
2060 const player_race *tmp_rp_ptr;
2061 if (creature_ptr->mimic_form)
2062 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2064 tmp_rp_ptr = &race_info[creature_ptr->prace];
2065 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2066 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2067 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2069 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2070 if (creature_ptr->lev > 25)
2072 if (creature_ptr->lev > 40)
2074 if (creature_ptr->lev > 45)
2078 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2080 BIT_FLAGS flgs[TR_FLAG_SIZE];
2081 o_ptr = &creature_ptr->inventory_list[i];
2084 object_flags(creature_ptr, o_ptr, flgs);
2085 if (has_flag(flgs, TR_DEX)) {
2090 if (creature_ptr->realm1 == REALM_HEX) {
2091 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2096 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2100 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2102 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2104 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2108 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2112 if (creature_ptr->muta3 & MUT3_LIMBER) {
2116 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2125 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2129 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2130 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2136 * * 変異MUT3_RESILIENTで加算(+4)
2137 * * 変異MUT3_ALBINOで減算(-4)
2138 * * 変異MUT3_XTRA_FATで加算(+2)
2139 * * 変異MUT3_FLESH_ROTで減算(-2)
2140 * * ネオ・つよしスペシャル中で加算(+4)
2142 static s16b calc_constitution_addition(player_type *creature_ptr)
2145 const player_race *tmp_rp_ptr;
2146 if (creature_ptr->mimic_form)
2147 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2149 tmp_rp_ptr = &race_info[creature_ptr->prace];
2150 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2151 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2152 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2154 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2155 if (creature_ptr->lev > 25)
2157 if (creature_ptr->lev > 40)
2159 if (creature_ptr->lev > 45)
2163 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2165 BIT_FLAGS flgs[TR_FLAG_SIZE];
2166 o_ptr = &creature_ptr->inventory_list[i];
2169 object_flags(creature_ptr, o_ptr, flgs);
2170 if (has_flag(flgs, TR_CON))
2174 if (creature_ptr->realm1 == REALM_HEX) {
2175 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2180 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2184 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2186 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2188 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2192 if (creature_ptr->muta3) {
2193 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2197 if (creature_ptr->muta3 & MUT3_ALBINO) {
2201 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2205 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2210 if (creature_ptr->tsuyoshi) {
2219 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2223 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2226 * * 変異MUT3_FLESH_ROTで減算(-1)
2227 * * 変異MUT3_SILLY_VOIで減算(-4)
2228 * * 変異MUT3_BLANK_FACで減算(-1)
2229 * * 変異MUT3_WART_SKINで減算(-2)
2230 * * 変異MUT3_SCALESで減算(-1)
2231 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2233 static s16b calc_charisma_addition(player_type *creature_ptr)
2236 const player_race *tmp_rp_ptr;
2237 if (creature_ptr->mimic_form)
2238 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2240 tmp_rp_ptr = &race_info[creature_ptr->prace];
2241 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2242 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2243 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2245 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2247 BIT_FLAGS flgs[TR_FLAG_SIZE];
2248 o_ptr = &creature_ptr->inventory_list[i];
2251 object_flags(creature_ptr, o_ptr, flgs);
2252 if (has_flag(flgs, TR_CHR))
2256 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2260 if (creature_ptr->muta3) {
2261 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2264 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2267 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2270 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2273 if (creature_ptr->muta3 & MUT3_SCALES) {
2276 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2286 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2289 * * 性格なまけものなら加算(+10)
2291 * * 性格ちからじまんとがまんづよいなら加算(+1)
2292 * * 性格チャージマンなら加算(+5)
2293 * * 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)
2295 static s16b calc_to_magic_chance(player_type *creature_ptr)
2299 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2301 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2303 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2305 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2308 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2310 BIT_FLAGS flgs[TR_FLAG_SIZE];
2311 o_ptr = &creature_ptr->inventory_list[i];
2314 object_flags(creature_ptr, o_ptr, flgs);
2315 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2316 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2326 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2328 ARMOUR_CLASS ac = 0;
2329 if (creature_ptr->yoiyami)
2332 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2334 o_ptr = &creature_ptr->inventory_list[i];
2340 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2341 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2342 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2348 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2350 ARMOUR_CLASS ac = 0;
2351 if (creature_ptr->yoiyami)
2354 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2356 if (creature_ptr->mimic_form) {
2357 switch (creature_ptr->mimic_form) {
2361 case MIMIC_DEMON_LORD:
2369 if (creature_ptr->pclass == CLASS_BERSERKER) {
2370 ac += 10 + creature_ptr->lev / 2;
2372 if (creature_ptr->pclass == CLASS_SORCERER) {
2376 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2378 o_ptr = &creature_ptr->inventory_list[i];
2381 if (is_true_value || object_is_known(o_ptr))
2384 if (o_ptr->curse_flags & TRC_LOW_AC) {
2385 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2386 if (is_true_value || object_is_fully_known(o_ptr))
2389 if (is_true_value || object_is_fully_known(o_ptr))
2394 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2399 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2400 ac += 10 + (creature_ptr->lev * 2 / 5);
2403 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2407 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2411 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2415 if (creature_ptr->muta3 & MUT3_SCALES) {
2419 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2423 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2424 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2425 ac += (creature_ptr->lev * 3) / 2;
2427 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2428 ac += ((creature_ptr->lev - 13) / 3);
2430 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2431 ac += ((creature_ptr->lev - 8) / 3);
2433 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2434 ac += (creature_ptr->lev - 2) / 3;
2436 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2437 ac += (creature_ptr->lev / 2);
2439 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2440 ac += (creature_ptr->lev / 3);
2444 if (creature_ptr->realm1 == REALM_HEX) {
2445 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2449 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2450 object_type *o_ptr = &creature_ptr->inventory_list[i];
2453 if (!object_is_armour(creature_ptr, o_ptr))
2455 if (!object_is_cursed(o_ptr))
2457 if (o_ptr->curse_flags & TRC_CURSED)
2459 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2461 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2466 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2468 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2470 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2474 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2476 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2480 if (is_blessed(creature_ptr)) {
2484 if (is_shero(creature_ptr)) {
2488 if (creature_ptr->pclass == CLASS_NINJA) {
2489 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2490 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2491 ac += creature_ptr->lev / 2 + 5;
2500 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2505 * ** クラッコンと妖精に加算(+レベル/10)
2506 * ** 悪魔変化/吸血鬼変化で加算(+3)
2508 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2509 * ** 忍者の装備が重ければ減算(-レベル/10)
2510 * ** 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)
2511 * ** 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)
2512 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2513 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2516 * ** 呪術「衝撃のクローク」で加算(+3)
2519 * ** 変異MUT3_XTRA_FATなら減算(-2)
2520 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2521 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2522 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2523 * ** そうでなく浮遊を持っていないなら減算(-2)
2524 * ** 棘セット装備中ならば加算(+7)
2525 * * 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
2527 * * 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
2530 static s16b calc_speed(player_type *creature_ptr)
2532 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2533 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2537 int j = calc_inventory_weight(creature_ptr);
2540 if (!creature_ptr->riding) {
2541 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2542 pow += (creature_ptr->lev) / 10;
2544 if (creature_ptr->mimic_form) {
2545 switch (creature_ptr->mimic_form) {
2549 case MIMIC_DEMON_LORD:
2558 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2559 object_type *o_ptr = &creature_ptr->inventory_list[i];
2560 BIT_FLAGS flgs[TR_FLAG_SIZE];
2561 object_flags(creature_ptr, o_ptr, flgs);
2565 if (has_flag(flgs, TR_SPEED))
2569 if (creature_ptr->pclass == CLASS_NINJA) {
2570 if (heavy_armor(creature_ptr)) {
2571 pow -= (creature_ptr->lev) / 10;
2572 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2573 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2575 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2576 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2577 pow += (creature_ptr->lev) / 10;
2581 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2582 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2583 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2584 pow += (creature_ptr->lev) / 10;
2587 if (creature_ptr->pclass == CLASS_BERSERKER) {
2589 if (creature_ptr->lev > 29)
2591 if (creature_ptr->lev > 39)
2593 if (creature_ptr->lev > 44)
2595 if (creature_ptr->lev > 49)
2599 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2600 pow += (creature_ptr->lev) / 10 + 5;
2603 if (is_fast(creature_ptr)) {
2607 if (creature_ptr->slow) {
2611 if (creature_ptr->realm1 == REALM_HEX) {
2612 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2617 if (creature_ptr->food >= PY_FOOD_MAX)
2620 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2623 if (creature_ptr->muta3) {
2625 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2629 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2633 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2638 if (creature_ptr->prace == RACE_MERFOLK) {
2639 if (has_flag(f_ptr->flags, FF_WATER)) {
2640 pow += (2 + creature_ptr->lev / 10);
2641 } else if (!creature_ptr->levitation) {
2646 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2647 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2652 count = (int)calc_weight_limit(creature_ptr);
2654 pow -= ((j - count) / (count / 5));
2657 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2658 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2659 SPEED speed = riding_m_ptr->mspeed;
2661 if (riding_m_ptr->mspeed > 110) {
2662 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2669 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2671 if (monster_fast_remaining(riding_m_ptr))
2673 if (monster_slow_remaining(riding_m_ptr))
2676 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2677 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2679 count = 1500 + riding_r_ptr->level * 25;
2681 pow -= ((j - count) / (count / 5));
2684 if (creature_ptr->action == ACTION_SEARCH)
2687 /* Maximum speed is (+99). (internally it's 110 + 99) */
2688 /* Temporary lightspeed forces to be maximum speed */
2689 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2693 /* Minimum speed is (-99). (internally it's 110 - 99) */
2701 * @brief 二刀流ペナルティ量計算
2702 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2703 * @param slot ペナルティ量を計算する武器スロット
2709 * * マンゴーシュ/脇差を左に装備した場合の軽減
2713 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2716 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2717 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2718 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2719 penalty = penalty / 2 - 5;
2721 if (creature_ptr->easy_2weapon) {
2724 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2725 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2726 penalty = MAX(0, penalty - 10);
2728 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2729 penalty = MIN(0, penalty);
2731 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2733 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2737 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2740 return (s16b)penalty;
2743 static void calc_ind_status(player_type *creature_ptr, int status)
2746 if (creature_ptr->stat_use[status] <= 18)
2747 ind = (creature_ptr->stat_use[status] - 3);
2748 else if (creature_ptr->stat_use[status] <= 18 + 219)
2749 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2753 if (creature_ptr->stat_ind[status] == ind)
2756 creature_ptr->stat_ind[status] = (s16b)ind;
2757 if (status == A_CON) {
2758 creature_ptr->update |= (PU_HP);
2759 } else if (status == A_INT) {
2760 if (mp_ptr->spell_stat == A_INT) {
2761 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2763 } else if (status == A_WIS) {
2764 if (mp_ptr->spell_stat == A_WIS) {
2765 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2767 } else if (status == A_CHR) {
2768 if (mp_ptr->spell_stat == A_CHR) {
2769 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2773 creature_ptr->window |= (PW_PLAYER);
2776 static void calc_use_status(player_type *creature_ptr, int status)
2778 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2780 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2781 /* 10 to 18/90 charisma, guaranteed, based on level */
2782 if (use < 8 + 2 * creature_ptr->lev) {
2783 use = 8 + 2 * creature_ptr->lev;
2787 if (creature_ptr->stat_use[status] != use) {
2788 creature_ptr->stat_use[status] = (s16b)use;
2789 creature_ptr->redraw |= (PR_STATS);
2790 creature_ptr->window |= (PW_PLAYER);
2794 static void calc_top_status(player_type *creature_ptr, int status)
2796 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2798 if (creature_ptr->stat_top[status] != top) {
2799 creature_ptr->stat_top[status] = (s16b)top;
2800 creature_ptr->redraw |= (PR_STATS);
2801 creature_ptr->window |= (PW_PLAYER);
2805 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2807 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2808 if (!creature_ptr->riding)
2813 creature_ptr->riding_ryoute = FALSE;
2815 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2816 creature_ptr->riding_ryoute = TRUE;
2817 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2818 switch (creature_ptr->pclass) {
2820 case CLASS_FORCETRAINER:
2821 case CLASS_BERSERKER:
2822 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2823 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2824 creature_ptr->riding_ryoute = TRUE;
2829 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2830 if (creature_ptr->tval_ammo != TV_ARROW)
2833 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2839 if (creature_ptr->tval_ammo == TV_BOLT)
2845 void put_equipment_warning(player_type *creature_ptr)
2847 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2848 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2850 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."));
2851 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2852 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."));
2854 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."));
2856 creature_ptr->old_heavy_shoot = heavy_shoot;
2859 for (int i = 0; i < 2; i++) {
2860 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2861 if (creature_ptr->heavy_wield[i]) {
2862 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."));
2863 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2864 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2865 } else if (creature_ptr->heavy_wield[1 - i]) {
2866 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2868 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."));
2871 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2874 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2875 if (creature_ptr->riding_wield[i]) {
2876 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."));
2877 } else if (!creature_ptr->riding) {
2878 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2879 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2880 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2883 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2886 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2889 if (creature_ptr->icky_wield[i]) {
2890 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."));
2891 if (current_world_ptr->is_loading_now) {
2892 chg_virtue(creature_ptr, V_FAITH, -1);
2894 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2895 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."));
2897 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."));
2900 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2903 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2904 if (creature_ptr->riding_ryoute) {
2906 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" : "");
2908 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2912 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" : "");
2914 msg_print("You began to control the pet you're riding with one hand.");
2918 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2921 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2922 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2923 if (heavy_armor(creature_ptr)) {
2924 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."));
2925 if (current_world_ptr->is_loading_now) {
2926 chg_virtue(creature_ptr, V_HARMONY, -1);
2929 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2932 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2936 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2938 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2939 int id = slot - INVEN_RARM;
2940 BIT_FLAGS flgs[TR_FLAG_SIZE];
2941 object_flags(creature_ptr, o_ptr, flgs);
2944 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2946 if (is_shero(creature_ptr)) {
2947 damage += 3 + (creature_ptr->lev / 5);
2950 if (creature_ptr->stun > 50) {
2952 } else if (creature_ptr->stun) {
2956 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2958 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2959 damage += creature_ptr->lev / 6;
2960 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2961 damage += creature_ptr->lev / 6;
2963 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2964 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2971 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2972 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2973 if (o_ptr->curse_flags & (TRC_CURSED)) {
2976 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2979 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2985 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2987 o_ptr = &creature_ptr->inventory_list[i];
2988 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2989 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2992 if (!object_is_known(o_ptr) && !is_true_value)
2994 bonus_to_d = o_ptr->to_d;
2996 if (creature_ptr->pclass == CLASS_NINJA) {
2997 if (o_ptr->to_d > 0)
2998 bonus_to_d = (o_ptr->to_d + 1) / 2;
3001 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3002 damage += (s16b)bonus_to_d;
3003 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3005 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
3007 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
3008 } else if (id == get_default_hand(creature_ptr)) {
3009 damage += (s16b)bonus_to_d;
3013 if (get_default_hand(creature_ptr) == id) {
3014 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3015 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3017 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
3018 damage += MAX(bonus_to_d, 1);
3022 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3023 damage += (creature_ptr->lev / 6);
3030 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3032 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3034 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3039 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3040 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3042 /* Temporary bonuses */
3043 if (is_blessed(creature_ptr)) {
3047 if (is_hero(creature_ptr)) {
3051 if (is_shero(creature_ptr)) {
3055 if (creature_ptr->stun > 50) {
3057 } else if (creature_ptr->stun) {
3061 /* Default hand bonuses */
3062 int id = slot - INVEN_RARM;
3063 int default_hand = get_default_hand(creature_ptr);
3064 if (default_hand == id) {
3065 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3066 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3067 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3068 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3071 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3072 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3074 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);
3075 hit += MAX(bonus_to_h, 1);
3079 /* Bonuses and penalties by weapon */
3080 if (has_melee_weapon(creature_ptr, slot)) {
3081 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3082 BIT_FLAGS flgs[TR_FLAG_SIZE];
3083 object_flags(creature_ptr, o_ptr, flgs);
3085 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3086 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3088 /* Traind bonuses */
3089 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3091 /* Weight penalty */
3092 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3093 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3096 /* Low melee penalty */
3097 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3098 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3105 /* Riding bonus and penalty */
3106 if (creature_ptr->riding) {
3107 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3112 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3113 && !has_flag(flgs, TR_RIDING)) {
3116 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3119 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3124 hit -= (s16b)penalty;
3127 /* Class penalties */
3128 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3130 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3131 hit += creature_ptr->lev / 5;
3132 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3133 hit += creature_ptr->lev / 5;
3135 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3136 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3143 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3147 /* Hex realm bonuses */
3148 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3149 if (o_ptr->curse_flags & (TRC_CURSED)) {
3152 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3155 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3158 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3164 /* Bonuses from inventory */
3165 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3166 object_type *o_ptr = &creature_ptr->inventory_list[i];
3168 /* Ignore empty hands, handed weapons, bows and capture balls */
3170 || o_ptr->tval == TV_CAPTURE
3171 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3172 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3176 /* Fake value does not include unknown objects' value */
3177 if (is_true_value || !object_is_known(o_ptr))
3180 int bonus_to_h = o_ptr->to_h;
3182 /* When wields only a weapon */
3183 if (creature_ptr->pclass == CLASS_NINJA) {
3184 if (o_ptr->to_h > 0)
3185 bonus_to_h = (o_ptr->to_h + 1) / 2;
3188 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3189 hit += (s16b)bonus_to_h;
3193 /* When wields two weapons on each hand */
3194 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3195 if (default_hand == 0)
3196 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3197 if (default_hand == 1)
3198 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3202 if (default_hand == id)
3203 hit += (s16b)bonus_to_h;
3206 /* Martial arts bonus */
3207 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3208 hit += (creature_ptr->lev / 3);
3211 /* Two handed combat penalty */
3212 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3217 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3221 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3222 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3226 BIT_FLAGS flgs[TR_FLAG_SIZE];
3227 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3229 object_flags(creature_ptr, o_ptr, flgs);
3231 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3232 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3241 if (creature_ptr->stun > 50) {
3243 } else if (creature_ptr->stun) {
3247 if (is_blessed(creature_ptr)) {
3251 if (is_hero(creature_ptr)) {
3255 if (is_shero(creature_ptr)) {
3259 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3261 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3262 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3266 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3267 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3268 pow += (10 + (creature_ptr->lev / 5));
3274 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3276 o_ptr = &creature_ptr->inventory_list[i];
3277 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3278 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3281 bonus_to_h = o_ptr->to_h;
3283 if (creature_ptr->pclass == CLASS_NINJA) {
3284 if (o_ptr->to_h > 0)
3285 bonus_to_h = (o_ptr->to_h + 1) / 2;
3288 if (is_true_value || object_is_known(o_ptr))
3289 pow += (s16b)bonus_to_h;
3292 pow -= calc_riding_bow_penalty(creature_ptr);
3297 static s16b calc_to_damage_misc(player_type *creature_ptr)
3300 BIT_FLAGS flgs[TR_FLAG_SIZE];
3304 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3305 o_ptr = &creature_ptr->inventory_list[i];
3309 object_flags(creature_ptr, o_ptr, flgs);
3311 int bonus_to_d = o_ptr->to_d;
3312 if (creature_ptr->pclass == CLASS_NINJA) {
3313 if (o_ptr->to_d > 0)
3314 bonus_to_d = (o_ptr->to_d + 1) / 2;
3316 to_dam += (s16b)bonus_to_d;
3319 if (is_shero(creature_ptr)) {
3320 to_dam += 3 + (creature_ptr->lev / 5);
3323 if (creature_ptr->stun > 50) {
3325 } else if (creature_ptr->stun) {
3329 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3333 static s16b calc_to_hit_misc(player_type *creature_ptr)
3336 BIT_FLAGS flgs[TR_FLAG_SIZE];
3340 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3341 o_ptr = &creature_ptr->inventory_list[i];
3345 object_flags(creature_ptr, o_ptr, flgs);
3347 int bonus_to_h = o_ptr->to_h;
3348 if (creature_ptr->pclass == CLASS_NINJA) {
3349 if (o_ptr->to_h > 0)
3350 bonus_to_h = (o_ptr->to_h + 1) / 2;
3352 to_hit += (s16b)bonus_to_h;
3355 if (is_blessed(creature_ptr)) {
3359 if (is_hero(creature_ptr)) {
3363 if (is_shero(creature_ptr)) {
3367 if (creature_ptr->stun > 50) {
3369 } else if (creature_ptr->stun) {
3373 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3374 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3379 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3381 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3384 if (creature_ptr->riding) {
3386 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3394 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3396 (void)creature_ptr; // unused
3397 (void)slot; // unused
3402 * @brief プレイヤーの所持重量制限を計算する /
3403 * Computes current weight limit.
3406 WEIGHT calc_weight_limit(player_type *creature_ptr)
3408 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3409 if (creature_ptr->pclass == CLASS_BERSERKER)
3415 * @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 /
3416 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3417 * @return 持っているならばTRUE
3419 bool has_melee_weapon(player_type *creature_ptr, int slot)
3421 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3425 * @brief プレイヤーの現在開いている手の状態を返す
3426 * @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。
3427 * @return 開いている手のビットフラグ
3429 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3431 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3432 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3433 status |= EMPTY_HAND_RARM;
3434 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3435 status |= EMPTY_HAND_LARM;
3437 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3438 if (status & EMPTY_HAND_LARM)
3439 status &= ~(EMPTY_HAND_LARM);
3440 else if (status & EMPTY_HAND_RARM)
3441 status &= ~(EMPTY_HAND_RARM);
3448 * @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。
3449 * @return ペナルティが適用されるならばTRUE。
3451 bool heavy_armor(player_type *creature_ptr)
3453 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3456 WEIGHT monk_arm_wgt = 0;
3457 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3458 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3459 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3460 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3461 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3462 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3463 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3464 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3465 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3467 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3471 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3473 * @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。
3475 void update_creature(player_type *creature_ptr)
3477 if (!creature_ptr->update)
3480 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3481 if (creature_ptr->update & (PU_AUTODESTROY)) {
3482 creature_ptr->update &= ~(PU_AUTODESTROY);
3483 autopick_delayed_alter(creature_ptr);
3486 if (creature_ptr->update & (PU_COMBINE)) {
3487 creature_ptr->update &= ~(PU_COMBINE);
3488 combine_pack(creature_ptr);
3491 if (creature_ptr->update & (PU_REORDER)) {
3492 creature_ptr->update &= ~(PU_REORDER);
3493 reorder_pack(creature_ptr);
3496 if (creature_ptr->update & (PU_BONUS)) {
3497 creature_ptr->update &= ~(PU_BONUS);
3498 calc_alignment(creature_ptr);
3499 calc_bonuses(creature_ptr);
3502 if (creature_ptr->update & (PU_TORCH)) {
3503 creature_ptr->update &= ~(PU_TORCH);
3504 calc_lite_radius(creature_ptr);
3507 if (creature_ptr->update & (PU_HP)) {
3508 creature_ptr->update &= ~(PU_HP);
3509 calc_hitpoints(creature_ptr);
3512 if (creature_ptr->update & (PU_MANA)) {
3513 creature_ptr->update &= ~(PU_MANA);
3514 calc_mana(creature_ptr);
3517 if (creature_ptr->update & (PU_SPELLS)) {
3518 creature_ptr->update &= ~(PU_SPELLS);
3519 calc_spells(creature_ptr);
3522 if (!current_world_ptr->character_generated)
3524 if (current_world_ptr->character_icky)
3526 if (creature_ptr->update & (PU_UN_LITE)) {
3527 creature_ptr->update &= ~(PU_UN_LITE);
3528 forget_lite(floor_ptr);
3531 if (creature_ptr->update & (PU_UN_VIEW)) {
3532 creature_ptr->update &= ~(PU_UN_VIEW);
3533 forget_view(floor_ptr);
3536 if (creature_ptr->update & (PU_VIEW)) {
3537 creature_ptr->update &= ~(PU_VIEW);
3538 update_view(creature_ptr);
3541 if (creature_ptr->update & (PU_LITE)) {
3542 creature_ptr->update &= ~(PU_LITE);
3543 update_lite(creature_ptr);
3546 if (creature_ptr->update & (PU_FLOW)) {
3547 creature_ptr->update &= ~(PU_FLOW);
3548 update_flow(creature_ptr);
3551 if (creature_ptr->update & (PU_DISTANCE)) {
3552 creature_ptr->update &= ~(PU_DISTANCE);
3554 update_monsters(creature_ptr, TRUE);
3557 if (creature_ptr->update & (PU_MON_LITE)) {
3558 creature_ptr->update &= ~(PU_MON_LITE);
3559 update_mon_lite(creature_ptr);
3562 if (creature_ptr->update & (PU_DELAY_VIS)) {
3563 creature_ptr->update &= ~(PU_DELAY_VIS);
3564 delayed_visual_update(creature_ptr);
3567 if (creature_ptr->update & (PU_MONSTERS)) {
3568 creature_ptr->update &= ~(PU_MONSTERS);
3569 update_monsters(creature_ptr, FALSE);
3574 * @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
3575 * @return 魔道書を一冊も持っていないならTRUEを返す
3577 bool player_has_no_spellbooks(player_type *creature_ptr)
3580 for (int i = 0; i < INVEN_PACK; i++) {
3581 o_ptr = &creature_ptr->inventory_list[i];
3582 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3586 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3587 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3588 o_ptr = &floor_ptr->o_list[i];
3589 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3596 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3598 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3601 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3604 * @return 配置に成功したらTRUE
3606 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3608 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3611 /* Save player location */
3612 creature_ptr->y = y;
3613 creature_ptr->x = x;
3618 * @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
3621 void wreck_the_pattern(player_type *creature_ptr)
3623 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3624 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3625 if (pattern_type == PATTERN_TILE_WRECKED)
3628 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3629 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3631 if (!is_invuln(creature_ptr))
3632 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3634 int to_ruin = randint1(45) + 35;
3637 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3639 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3640 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3644 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3648 * @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 /
3649 * Advance experience levels and print experience
3652 void check_experience(player_type *creature_ptr)
3654 if (creature_ptr->exp < 0)
3655 creature_ptr->exp = 0;
3656 if (creature_ptr->max_exp < 0)
3657 creature_ptr->max_exp = 0;
3658 if (creature_ptr->max_max_exp < 0)
3659 creature_ptr->max_max_exp = 0;
3661 if (creature_ptr->exp > PY_MAX_EXP)
3662 creature_ptr->exp = PY_MAX_EXP;
3663 if (creature_ptr->max_exp > PY_MAX_EXP)
3664 creature_ptr->max_exp = PY_MAX_EXP;
3665 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3666 creature_ptr->max_max_exp = PY_MAX_EXP;
3668 if (creature_ptr->exp > creature_ptr->max_exp)
3669 creature_ptr->max_exp = creature_ptr->exp;
3670 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3671 creature_ptr->max_max_exp = creature_ptr->max_exp;
3673 creature_ptr->redraw |= (PR_EXP);
3674 handle_stuff(creature_ptr);
3676 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3677 PLAYER_LEVEL old_lev = creature_ptr->lev;
3678 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3679 creature_ptr->lev--;
3680 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3681 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3682 creature_ptr->window |= (PW_PLAYER);
3683 handle_stuff(creature_ptr);
3686 bool level_reward = FALSE;
3687 bool level_mutation = FALSE;
3688 bool level_inc_stat = FALSE;
3689 while ((creature_ptr->lev < PY_MAX_LEVEL)
3690 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3691 creature_ptr->lev++;
3692 if (creature_ptr->lev > creature_ptr->max_plv) {
3693 creature_ptr->max_plv = creature_ptr->lev;
3695 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3696 level_reward = TRUE;
3698 if (creature_ptr->prace == RACE_BEASTMAN) {
3700 level_mutation = TRUE;
3702 level_inc_stat = TRUE;
3704 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3708 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3709 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3710 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3711 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3712 creature_ptr->level_up_message = TRUE;
3713 handle_stuff(creature_ptr);
3715 creature_ptr->level_up_message = FALSE;
3716 if (level_inc_stat) {
3717 if (!(creature_ptr->max_plv % 10)) {
3724 cnv_stat(creature_ptr->stat_max[0], tmp);
3725 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3726 cnv_stat(creature_ptr->stat_max[1], tmp);
3727 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3728 cnv_stat(creature_ptr->stat_max[2], tmp);
3729 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3730 cnv_stat(creature_ptr->stat_max[3], tmp);
3731 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3732 cnv_stat(creature_ptr->stat_max[4], tmp);
3733 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3734 cnv_stat(creature_ptr->stat_max[5], tmp);
3735 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3738 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3742 if ((choice >= 'a') && (choice <= 'f'))
3745 for (n = 0; n < A_MAX; n++)
3746 if (n != choice - 'a')
3748 if (get_check(_("よろしいですか?", "Are you sure? ")))
3751 do_inc_stat(creature_ptr, choice - 'a');
3753 } else if (!(creature_ptr->max_plv % 2))
3754 do_inc_stat(creature_ptr, randint0(6));
3757 if (level_mutation) {
3758 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3759 (void)gain_mutation(creature_ptr, 0);
3760 level_mutation = FALSE;
3764 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3768 gain_level_reward(creature_ptr, 0);
3769 level_reward = FALSE;
3772 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3773 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3774 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3775 handle_stuff(creature_ptr);
3778 if (old_lev != creature_ptr->lev)
3779 autopick_load_pref(creature_ptr, FALSE);
3783 * @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
3785 * @param out_val 出力先文字列ポインタ
3788 void cnv_stat(int val, char *out_val)
3791 sprintf(out_val, " %2d", val);
3795 int bonus = (val - 18);
3797 sprintf(out_val, "18/%3s", "***");
3798 } else if (bonus >= 100) {
3799 sprintf(out_val, "18/%03d", bonus);
3801 sprintf(out_val, " 18/%02d", bonus);
3806 * @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。
3807 * Modify a stat value by a "modifier", return new value
3809 * @param amount 加減算値
3813 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3814 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3815 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3816 * Or even: 18/13, 18/03, 18, 17, ..., 3
3819 s16b modify_stat_value(int value, int amount)
3822 for (int i = 0; i < amount; i++) {
3828 } else if (amount < 0) {
3829 for (int i = 0; i < (0 - amount); i++) {
3830 if (value >= 18 + 10)
3832 else if (value > 18)
3844 * Hack -- Calculates the total number of points earned -JWT-
3848 long calc_score(player_type *creature_ptr)
3850 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3863 if (ironman_small_levels)
3865 if (ironman_empty_levels)
3871 if (ironman_nightmare)
3878 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3879 if (max_dlv[i] > max_dl)
3880 max_dl = max_dlv[i];
3882 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3883 u32b point_h = point_l / 0x10000L;
3884 point_l = point_l % 0x10000L;
3887 point_h += point_l / 0x10000L;
3888 point_l %= 0x10000L;
3890 point_l += ((point_h % 100) << 16);
3894 u32b point = (point_h << 16) + (point_l);
3895 if (creature_ptr->arena_number >= 0)
3896 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3898 if (ironman_downward)
3900 if (creature_ptr->pclass == CLASS_BERSERKER) {
3901 if (creature_ptr->prace == RACE_SPECTRE)
3905 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3907 if (current_world_ptr->total_winner)
3912 point = (0 - point);
3918 * @param creature_ptr プレーヤーへの参照ポインタ
3919 * @return 祝福状態ならばTRUE
3921 bool is_blessed(player_type *creature_ptr)
3923 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3926 bool is_tim_esp(player_type *creature_ptr)
3928 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3931 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3933 bool is_time_limit_esp(player_type *creature_ptr)
3935 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3938 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3940 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3943 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3946 void stop_singing(player_type *creature_ptr)
3948 if (creature_ptr->pclass != CLASS_BARD)
3951 /* Are there interupted song? */
3952 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3953 /* Forget interupted song */
3954 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3958 /* The player is singing? */
3959 if (!SINGING_SONG_EFFECT(creature_ptr))
3962 /* Hack -- if called from set_action(), avoid recursive loop */
3963 if (creature_ptr->action == ACTION_SING)
3964 set_action(creature_ptr, ACTION_NONE);
3966 /* Message text of each song or etc. */
3967 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3969 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3970 SINGING_SONG_ID(creature_ptr) = 0;
3971 creature_ptr->update |= (PU_BONUS);
3972 creature_ptr->redraw |= (PR_STATUS);
3976 * @brief 口を使う継続的な処理を中断する
3977 * @param caster_ptr プレーヤーへの参照ポインタ
3980 void stop_mouth(player_type *caster_ptr)
3982 if (music_singing_any(caster_ptr))
3983 stop_singing(caster_ptr);
3984 if (hex_spelling_any(caster_ptr))
3985 stop_hex_spell_all(caster_ptr);
3989 * @brief ペットの維持コスト計算
3992 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3995 bool has_a_unique = FALSE;
3996 DEPTH total_friend_levels = 0;
4000 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
4001 monster_type *m_ptr;
4002 monster_race *r_ptr;
4004 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
4005 if (!monster_is_valid(m_ptr))
4007 r_ptr = &r_info[m_ptr->r_idx];
4009 if (is_pet(m_ptr)) {
4011 if (r_ptr->flags1 & RF1_UNIQUE) {
4012 if (creature_ptr->pclass == CLASS_CAVALRY) {
4013 if (creature_ptr->riding == m_idx)
4014 total_friend_levels += (r_ptr->level + 5) * 2;
4015 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
4016 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
4018 total_friend_levels += (r_ptr->level + 5) * 10;
4019 has_a_unique = TRUE;
4021 total_friend_levels += (r_ptr->level + 5) * 10;
4023 total_friend_levels += r_ptr->level;
4027 if (total_friends) {
4029 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4030 if (upkeep_factor < 0)
4032 if (upkeep_factor > 1000)
4033 upkeep_factor = 1000;
4034 return upkeep_factor;
4039 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4041 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4043 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4045 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4047 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4049 bool is_echizen(player_type *creature_ptr)
4051 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4054 int calc_weapon_weight_limit(player_type *creature_ptr)
4056 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4058 if (has_two_handed_weapons(creature_ptr))
4064 static int get_default_hand(player_type *creature_ptr)
4066 int default_hand = 0;
4068 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4069 if (!has_right_hand_weapon(creature_ptr))
4073 if (can_two_hands_wielding(creature_ptr)) {
4074 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4075 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4076 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4077 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4083 return default_hand;