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->see_nocto = has_see_nocto(creature_ptr);
372 creature_ptr->warning = has_warning(creature_ptr);
373 creature_ptr->anti_magic = has_anti_magic(creature_ptr);
374 creature_ptr->anti_tele = has_anti_tele(creature_ptr);
375 creature_ptr->easy_spell = has_easy_spell(creature_ptr);
376 creature_ptr->heavy_spell = has_heavy_spell(creature_ptr);
377 creature_ptr->hold_exp = has_hold_exp(creature_ptr);
378 creature_ptr->see_inv = has_see_inv(creature_ptr);
379 creature_ptr->free_act = has_free_act(creature_ptr);
380 creature_ptr->levitation = has_levitation(creature_ptr);
381 has_can_swim(creature_ptr);
382 creature_ptr->slow_digest = has_slow_digest(creature_ptr);
383 creature_ptr->regenerate = has_regenerate(creature_ptr);
384 has_curses(creature_ptr);
385 creature_ptr->impact = has_impact(creature_ptr);
386 has_extra_blow(creature_ptr);
388 creature_ptr->lite = has_lite(creature_ptr);
390 if (creature_ptr->special_defense & KAMAE_MASK) {
391 if (!(empty_hands_status & EMPTY_HAND_RARM)) {
392 set_action(creature_ptr, ACTION_NONE);
396 creature_ptr->stat_add[A_STR] = calc_strength_addition(creature_ptr);
397 creature_ptr->stat_add[A_INT] = calc_intelligence_addition(creature_ptr);
398 creature_ptr->stat_add[A_WIS] = calc_wisdom_addition(creature_ptr);
399 creature_ptr->stat_add[A_DEX] = calc_dexterity_addition(creature_ptr);
400 creature_ptr->stat_add[A_CON] = calc_constitution_addition(creature_ptr);
401 creature_ptr->stat_add[A_CHR] = calc_charisma_addition(creature_ptr);
402 creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
403 creature_ptr->ac = calc_base_ac(creature_ptr);
404 creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
405 creature_ptr->dis_ac = calc_base_ac(creature_ptr);
406 creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
408 for (int i = 0; i < A_MAX; i++) {
409 calc_top_status(creature_ptr, i);
410 calc_use_status(creature_ptr, i);
411 calc_ind_status(creature_ptr, i);
414 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
416 creature_ptr->tval_ammo = (byte)bow_tval_ammo(o_ptr);
417 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
418 creature_ptr->num_fire = calc_num_fire(creature_ptr, o_ptr);
422 for (int i = 0; i < 2; i++) {
423 creature_ptr->icky_wield[i] = has_icky_wield_weapon(creature_ptr, i);
424 creature_ptr->riding_wield[i] = has_riding_wield_weapon(creature_ptr, i);
425 creature_ptr->num_blow[i] = calc_num_blow(creature_ptr, i);
426 creature_ptr->to_dd[i] = calc_to_weapon_dice_num(creature_ptr, INVEN_RARM + i);
427 creature_ptr->to_ds[i] = calc_to_weapon_dice_side(creature_ptr, INVEN_RARM + i);
430 creature_ptr->pspeed = calc_speed(creature_ptr);
431 creature_ptr->see_infra = calc_intra_vision(creature_ptr);
432 creature_ptr->skill_stl = calc_stealth(creature_ptr);
433 creature_ptr->skill_dis = calc_disarming(creature_ptr);
434 creature_ptr->skill_dev = calc_device_ability(creature_ptr);
435 creature_ptr->skill_sav = calc_saving_throw(creature_ptr);
436 creature_ptr->skill_srh = calc_search(creature_ptr);
437 creature_ptr->skill_fos = calc_search_freq(creature_ptr);
438 creature_ptr->skill_thn = calc_to_hit_melee(creature_ptr);
439 creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
440 creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
441 creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, TRUE);
442 creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, TRUE);
443 creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_RARM, FALSE);
444 creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_LARM, FALSE);
445 creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, TRUE);
446 creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, TRUE);
447 creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_RARM, FALSE);
448 creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_LARM, FALSE);
449 creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
450 creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
451 creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
452 creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
453 creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
455 if (old_mighty_throw != creature_ptr->mighty_throw) {
456 creature_ptr->window |= PW_INVEN;
459 if (creature_ptr->telepathy != old_telepathy) {
460 creature_ptr->update |= (PU_MONSTERS);
463 if ((creature_ptr->esp_animal != old_esp_animal) || (creature_ptr->esp_undead != old_esp_undead) || (creature_ptr->esp_demon != old_esp_demon)
464 || (creature_ptr->esp_orc != old_esp_orc) || (creature_ptr->esp_troll != old_esp_troll) || (creature_ptr->esp_giant != old_esp_giant)
465 || (creature_ptr->esp_dragon != old_esp_dragon) || (creature_ptr->esp_human != old_esp_human) || (creature_ptr->esp_evil != old_esp_evil)
466 || (creature_ptr->esp_good != old_esp_good) || (creature_ptr->esp_nonliving != old_esp_nonliving) || (creature_ptr->esp_unique != old_esp_unique)) {
467 creature_ptr->update |= (PU_MONSTERS);
470 if (creature_ptr->see_inv != old_see_inv) {
471 creature_ptr->update |= (PU_MONSTERS);
474 if (creature_ptr->pspeed != old_speed) {
475 creature_ptr->redraw |= (PR_SPEED);
478 if ((creature_ptr->dis_ac != old_dis_ac) || (creature_ptr->dis_to_a != old_dis_to_a)) {
479 creature_ptr->redraw |= (PR_ARMOR);
480 creature_ptr->window |= (PW_PLAYER);
483 if (current_world_ptr->character_xtra)
486 put_equipment_warning(creature_ptr);
489 static void calc_alignment(player_type *creature_ptr)
491 creature_ptr->align = 0;
492 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
493 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
496 m_ptr = &floor_ptr->m_list[m_idx];
497 if (!monster_is_valid(m_ptr))
499 r_ptr = &r_info[m_ptr->r_idx];
504 if (r_ptr->flags3 & RF3_GOOD)
505 creature_ptr->align += r_ptr->level;
506 if (r_ptr->flags3 & RF3_EVIL)
507 creature_ptr->align -= r_ptr->level;
510 if (creature_ptr->mimic_form) {
511 switch (creature_ptr->mimic_form) {
513 creature_ptr->align -= 200;
515 case MIMIC_DEMON_LORD:
516 creature_ptr->align -= 200;
520 switch (creature_ptr->prace) {
522 creature_ptr->align += 200;
525 creature_ptr->align -= 200;
530 for (int i = 0; i < 2; i++) {
531 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i))
533 if (creature_ptr->inventory_list[INVEN_RARM + i].name1 != ART_IRON_BALL)
535 creature_ptr->align -= 1000;
540 for (int i = 0; i < 8; i++) {
541 switch (creature_ptr->vir_types[i]) {
543 creature_ptr->align += creature_ptr->virtues[i] * 2;
552 creature_ptr->align -= creature_ptr->virtues[i];
555 creature_ptr->align += creature_ptr->virtues[i];
560 for (int i = 0; i < j; i++) {
561 if (creature_ptr->align > 0) {
562 creature_ptr->align -= creature_ptr->virtues[neutral[i]] / 2;
563 if (creature_ptr->align < 0)
564 creature_ptr->align = 0;
565 } else if (creature_ptr->align < 0) {
566 creature_ptr->align += creature_ptr->virtues[neutral[i]] / 2;
567 if (creature_ptr->align > 0)
568 creature_ptr->align = 0;
574 * @brief プレイヤーの最大HPを計算する /
575 * Calculate the players (maximal) hit points
576 * Adjust current hitpoints if necessary
580 static void calc_hitpoints(player_type *creature_ptr)
582 int bonus = ((int)(adj_con_mhp[creature_ptr->stat_ind[A_CON]]) - 128) * creature_ptr->lev / 4;
583 int mhp = creature_ptr->player_hp[creature_ptr->lev - 1];
586 if (creature_ptr->mimic_form) {
587 if (creature_ptr->pclass == CLASS_SORCERER)
588 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
590 tmp_hitdie = mimic_info[creature_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
591 mhp = mhp * tmp_hitdie / creature_ptr->hitdie;
594 if (creature_ptr->pclass == CLASS_SORCERER) {
595 if (creature_ptr->lev < 30)
596 mhp = (mhp * (45 + creature_ptr->lev) / 100);
598 mhp = (mhp * 75 / 100);
599 bonus = (bonus * 65 / 100);
604 if (creature_ptr->pclass == CLASS_BERSERKER) {
605 mhp = mhp * (110 + (((creature_ptr->lev + 40) * (creature_ptr->lev + 40) - 1550) / 110)) / 100;
608 if (mhp < creature_ptr->lev + 1)
609 mhp = creature_ptr->lev + 1;
610 if (is_hero(creature_ptr))
612 if (is_shero(creature_ptr))
614 if (creature_ptr->tsuyoshi)
616 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT))
618 if (hex_spelling(creature_ptr, HEX_BUILDING))
620 if (creature_ptr->mhp == mhp)
623 if (creature_ptr->chp >= mhp) {
624 creature_ptr->chp = mhp;
625 creature_ptr->chp_frac = 0;
629 if (creature_ptr->level_up_message && (mhp > creature_ptr->mhp)) {
630 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - creature_ptr->mhp));
633 creature_ptr->mhp = mhp;
635 creature_ptr->redraw |= PR_HP;
636 creature_ptr->window |= PW_PLAYER;
640 * @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。 /
641 * Calculate number of spells player should have, and forget,
642 * or remember, spells until that number is properly reflected.
645 * Note that this function induces various "status" messages,
646 * which must be bypasses until the character is created.
648 static void calc_spells(player_type *creature_ptr)
650 if (!mp_ptr->spell_book)
652 if (!current_world_ptr->character_generated)
654 if (current_world_ptr->character_xtra)
656 if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE)) {
657 creature_ptr->new_spells = 0;
661 concptr p = spell_category_name(mp_ptr->spell_book);
662 int levels = creature_ptr->lev - mp_ptr->spell_first + 1;
666 int num_allowed = (adj_mag_study[creature_ptr->stat_ind[mp_ptr->spell_stat]] * levels / 2);
668 if ((creature_ptr->pclass != CLASS_SAMURAI) && (mp_ptr->spell_book != TV_LIFE_BOOK)) {
672 if (creature_ptr->pclass == CLASS_SAMURAI) {
674 } else if (creature_ptr->realm2 == REALM_NONE) {
675 num_allowed = (num_allowed + 1) / 2;
676 if (num_allowed > (32 + bonus))
677 num_allowed = 32 + bonus;
678 } else if ((creature_ptr->pclass == CLASS_MAGE) || (creature_ptr->pclass == CLASS_PRIEST)) {
679 if (num_allowed > (96 + bonus))
680 num_allowed = 96 + bonus;
682 if (num_allowed > (80 + bonus))
683 num_allowed = 80 + bonus;
686 int num_boukyaku = 0;
687 for (int j = 0; j < 64; j++) {
688 if ((j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)))) {
693 creature_ptr->new_spells = num_allowed + creature_ptr->add_spells + num_boukyaku - creature_ptr->learned_spells;
694 for (int i = 63; i >= 0; i--) {
695 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
698 int j = creature_ptr->spell_order[i];
702 const magic_type *s_ptr;
703 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
705 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
707 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
709 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
711 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
713 if (s_ptr->slevel <= creature_ptr->lev)
716 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
717 if (!is_spell_learned)
722 creature_ptr->spell_forgotten1 |= (1L << j);
723 which = creature_ptr->realm1;
725 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
726 which = creature_ptr->realm2;
730 creature_ptr->spell_learned1 &= ~(1L << j);
731 which = creature_ptr->realm1;
733 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
734 which = creature_ptr->realm2;
738 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
740 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
742 creature_ptr->new_spells++;
745 /* Forget spells if we know too many spells */
746 for (int i = 63; i >= 0; i--) {
747 if (creature_ptr->new_spells >= 0)
749 if (!creature_ptr->spell_learned1 && !creature_ptr->spell_learned2)
752 int j = creature_ptr->spell_order[i];
756 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_learned1 & (1L << j)) : (creature_ptr->spell_learned2 & (1L << (j - 32)));
757 if (!is_spell_learned)
762 creature_ptr->spell_forgotten1 |= (1L << j);
763 which = creature_ptr->realm1;
765 creature_ptr->spell_forgotten2 |= (1L << (j - 32));
766 which = creature_ptr->realm2;
770 creature_ptr->spell_learned1 &= ~(1L << j);
771 which = creature_ptr->realm1;
773 creature_ptr->spell_learned2 &= ~(1L << (j - 32));
774 which = creature_ptr->realm2;
778 msg_format("%sの%sを忘れてしまった。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
780 msg_format("You have forgotten the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
782 creature_ptr->new_spells++;
785 /* Check for spells to remember */
786 for (int i = 0; i < 64; i++) {
787 if (creature_ptr->new_spells <= 0)
789 if (!creature_ptr->spell_forgotten1 && !creature_ptr->spell_forgotten2)
791 int j = creature_ptr->spell_order[i];
795 const magic_type *s_ptr;
796 if (!is_magic((j < 32) ? creature_ptr->realm1 : creature_ptr->realm2)) {
798 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
800 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][j % 32];
802 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
804 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][j % 32];
806 if (s_ptr->slevel > creature_ptr->lev)
809 bool is_spell_learned = (j < 32) ? (creature_ptr->spell_forgotten1 & (1L << j)) : (creature_ptr->spell_forgotten2 & (1L << (j - 32)));
810 if (!is_spell_learned)
815 creature_ptr->spell_forgotten1 &= ~(1L << j);
816 which = creature_ptr->realm1;
818 creature_ptr->spell_forgotten2 &= ~(1L << (j - 32));
819 which = creature_ptr->realm2;
823 creature_ptr->spell_learned1 |= (1L << j);
824 which = creature_ptr->realm1;
826 creature_ptr->spell_learned2 |= (1L << (j - 32));
827 which = creature_ptr->realm2;
831 msg_format("%sの%sを思い出した。", exe_spell(creature_ptr, which, j % 32, SPELL_NAME), p);
833 msg_format("You have remembered the %s of %s.", p, exe_spell(creature_ptr, which, j % 32, SPELL_NAME));
835 creature_ptr->new_spells--;
838 if (creature_ptr->realm2 == REALM_NONE) {
840 for (int j = 0; j < 32; j++) {
841 const magic_type *s_ptr;
842 if (!is_magic(creature_ptr->realm1))
843 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][j];
845 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][j];
847 if (s_ptr->slevel > creature_ptr->lev)
850 if (creature_ptr->spell_learned1 & (1L << j)) {
859 if ((creature_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) {
860 creature_ptr->new_spells = (s16b)k;
864 if (creature_ptr->new_spells < 0)
865 creature_ptr->new_spells = 0;
867 if (creature_ptr->old_spells == creature_ptr->new_spells)
870 if (creature_ptr->new_spells) {
872 if (creature_ptr->new_spells < 10) {
873 msg_format("あと %d つの%sを学べる。", creature_ptr->new_spells, p);
875 msg_format("あと %d 個の%sを学べる。", creature_ptr->new_spells, p);
878 msg_format("You can learn %d more %s%s.", creature_ptr->new_spells, p, (creature_ptr->new_spells != 1) ? "s" : "");
882 creature_ptr->old_spells = creature_ptr->new_spells;
883 creature_ptr->redraw |= PR_STUDY;
884 creature_ptr->window |= PW_OBJECT;
888 * @brief プレイヤーの最大MPを計算する /
889 * Calculate maximum mana. You do not need to know any spells.
890 * Note that mana is lowered by heavy (or inappropriate) armor.
893 * This function induces status messages.
895 static void calc_mana(player_type *creature_ptr)
897 if (!mp_ptr->spell_book)
901 if ((creature_ptr->pclass == CLASS_MINDCRAFTER) || (creature_ptr->pclass == CLASS_MIRROR_MASTER) || (creature_ptr->pclass == CLASS_BLUE_MAGE)) {
902 levels = creature_ptr->lev;
904 if (mp_ptr->spell_first > creature_ptr->lev) {
905 creature_ptr->msp = 0;
906 creature_ptr->redraw |= (PR_MANA);
910 levels = (creature_ptr->lev - mp_ptr->spell_first) + 1;
914 if (creature_ptr->pclass == CLASS_SAMURAI) {
915 msp = (adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] + 10) * 2;
917 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
919 msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
923 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
924 if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN))
926 if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE))
928 if (msp && (creature_ptr->pclass == CLASS_SORCERER))
929 msp += msp * (25 + creature_ptr->lev) / 100;
932 if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA) {
933 BIT_FLAGS flgs[TR_FLAG_SIZE];
934 creature_ptr->cumber_glove = FALSE;
936 o_ptr = &creature_ptr->inventory_list[INVEN_HANDS];
937 object_flags(creature_ptr, o_ptr, flgs);
938 if (o_ptr->k_idx && !(has_flag(flgs, TR_FREE_ACT)) && !(has_flag(flgs, TR_DEC_MANA)) && !(has_flag(flgs, TR_EASY_SPELL))
939 && !((has_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((has_flag(flgs, TR_DEX)) && (o_ptr->pval > 0))) {
940 creature_ptr->cumber_glove = TRUE;
945 creature_ptr->cumber_armor = FALSE;
948 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
949 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
950 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
951 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
952 cur_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
953 cur_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
954 cur_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
955 cur_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
956 cur_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
958 switch (creature_ptr->pclass) {
960 case CLASS_HIGH_MAGE:
961 case CLASS_BLUE_MAGE:
963 case CLASS_FORCETRAINER:
964 case CLASS_SORCERER: {
965 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
966 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
967 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
968 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
973 case CLASS_TOURIST: {
974 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
975 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight * 2 / 3;
976 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
977 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight * 2 / 3;
980 case CLASS_MINDCRAFTER:
981 case CLASS_BEASTMASTER:
982 case CLASS_MIRROR_MASTER: {
983 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
984 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 2;
985 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
986 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 2;
992 case CLASS_WARRIOR_MAGE: {
993 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
994 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 3;
995 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
996 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 3;
1000 case CLASS_CHAOS_WARRIOR: {
1001 if (creature_ptr->inventory_list[INVEN_RARM].tval <= TV_SWORD)
1002 cur_wgt += creature_ptr->inventory_list[INVEN_RARM].weight / 5;
1003 if (creature_ptr->inventory_list[INVEN_LARM].tval <= TV_SWORD)
1004 cur_wgt += creature_ptr->inventory_list[INVEN_LARM].weight / 5;
1012 int max_wgt = mp_ptr->spell_weight;
1013 if ((cur_wgt - max_wgt) > 0) {
1014 creature_ptr->cumber_armor = TRUE;
1015 switch (creature_ptr->pclass) {
1017 case CLASS_HIGH_MAGE:
1018 case CLASS_BLUE_MAGE: {
1019 msp -= msp * (cur_wgt - max_wgt) / 600;
1023 case CLASS_MINDCRAFTER:
1024 case CLASS_BEASTMASTER:
1026 case CLASS_FORCETRAINER:
1028 case CLASS_MIRROR_MASTER: {
1029 msp -= msp * (cur_wgt - max_wgt) / 800;
1032 case CLASS_SORCERER: {
1033 msp -= msp * (cur_wgt - max_wgt) / 900;
1039 case CLASS_RED_MAGE: {
1040 msp -= msp * (cur_wgt - max_wgt) / 1000;
1044 case CLASS_CHAOS_WARRIOR:
1045 case CLASS_WARRIOR_MAGE: {
1046 msp -= msp * (cur_wgt - max_wgt) / 1200;
1049 case CLASS_SAMURAI: {
1050 creature_ptr->cumber_armor = FALSE;
1054 msp -= msp * (cur_wgt - max_wgt) / 800;
1063 if (creature_ptr->msp != msp) {
1064 if ((creature_ptr->csp >= msp) && (creature_ptr->pclass != CLASS_SAMURAI)) {
1065 creature_ptr->csp = msp;
1066 creature_ptr->csp_frac = 0;
1070 if (creature_ptr->level_up_message && (msp > creature_ptr->msp)) {
1071 msg_format("最大マジック・ポイントが %d 増加した!", (msp - creature_ptr->msp));
1074 creature_ptr->msp = msp;
1075 creature_ptr->redraw |= (PR_MANA);
1076 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1079 if (current_world_ptr->character_xtra)
1082 if (creature_ptr->old_cumber_glove != creature_ptr->cumber_glove) {
1083 if (creature_ptr->cumber_glove)
1084 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."));
1086 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."));
1088 creature_ptr->old_cumber_glove = creature_ptr->cumber_glove;
1091 if (creature_ptr->old_cumber_armor == creature_ptr->cumber_armor)
1094 if (creature_ptr->cumber_armor)
1095 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."));
1097 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."));
1099 creature_ptr->old_cumber_armor = creature_ptr->cumber_armor;
1103 * @brief 装備中の射撃武器の威力倍率を返す /
1104 * calcurate the fire rate of target object
1105 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
1106 * @return 射撃倍率の値(100で1.00倍)
1108 s16b calc_num_fire(player_type *creature_ptr, object_type *o_ptr)
1110 int extra_shots = 0;
1111 BIT_FLAGS flgs[TR_FLAG_SIZE];
1113 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1115 q_ptr = &creature_ptr->inventory_list[i];
1122 object_flags(creature_ptr, q_ptr, flgs);
1123 if (has_flag(flgs, TR_XTRA_SHOTS))
1127 object_flags(creature_ptr, o_ptr, flgs);
1128 if (has_flag(flgs, TR_XTRA_SHOTS))
1132 if (o_ptr->k_idx == 0 || is_heavy_shoot(creature_ptr, o_ptr))
1136 num += (extra_shots * 100);
1138 tval_type tval_ammo = bow_tval_ammo(o_ptr);
1139 if ((creature_ptr->pclass == CLASS_RANGER) && (tval_ammo == TV_ARROW)) {
1140 num += (creature_ptr->lev * 4);
1143 if ((creature_ptr->pclass == CLASS_CAVALRY) && (tval_ammo == TV_ARROW)) {
1144 num += (creature_ptr->lev * 3);
1147 if (creature_ptr->pclass == CLASS_ARCHER) {
1148 if (tval_ammo == TV_ARROW)
1149 num += ((creature_ptr->lev * 5) + 50);
1150 else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
1151 num += (creature_ptr->lev * 4);
1154 if (creature_ptr->pclass == CLASS_WARRIOR && (tval_ammo <= TV_BOLT) && (tval_ammo >= TV_SHOT)) {
1155 num += (creature_ptr->lev * 2);
1158 if ((creature_ptr->pclass == CLASS_ROGUE) && (tval_ammo == TV_SHOT)) {
1159 num += (creature_ptr->lev * 4);
1167 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1171 * * 変異MUT3_INFRAVISによる加算(+3)
1172 * * 魔法効果tim_infraによる加算(+3)
1173 * * 装備がTR_INFRAフラグ持ちなら加算(+pval*1)
1175 static ACTION_SKILL_POWER calc_intra_vision(player_type *creature_ptr)
1177 ACTION_SKILL_POWER pow;
1178 const player_race *tmp_rp_ptr;
1180 if (creature_ptr->mimic_form)
1181 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1183 tmp_rp_ptr = &race_info[creature_ptr->prace];
1185 pow = tmp_rp_ptr->infra;
1187 if (creature_ptr->muta3 & MUT3_INFRAVIS) {
1191 if (creature_ptr->tim_infra) {
1195 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1197 BIT_FLAGS flgs[TR_FLAG_SIZE];
1198 o_ptr = &creature_ptr->inventory_list[i];
1201 object_flags(creature_ptr, o_ptr, flgs);
1202 if (has_flag(flgs, TR_INFRA))
1211 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1217 * * 装備による修正(TR_STEALTHがあれば+pval*1)
1218 * * 変異MUT3_XTRA_NOISで減算(-3)
1219 * * 変異MUT3_MOTIONで加算(+1)
1220 * * 呪術を唱えていると減算(-(詠唱数+1))
1221 * * 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)
1223 * * 忍者がheavy_armorならば減算(-レベル/10)
1224 * * 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)
1228 static ACTION_SKILL_POWER calc_stealth(player_type *creature_ptr)
1230 ACTION_SKILL_POWER pow;
1231 const player_race *tmp_rp_ptr;
1233 if (creature_ptr->mimic_form)
1234 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1236 tmp_rp_ptr = &race_info[creature_ptr->prace];
1237 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1238 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1240 pow = 1 + tmp_rp_ptr->r_stl + c_ptr->c_stl + a_ptr->a_stl;
1241 pow += (c_ptr->x_stl * creature_ptr->lev / 10);
1243 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1245 BIT_FLAGS flgs[TR_FLAG_SIZE];
1246 o_ptr = &creature_ptr->inventory_list[i];
1249 object_flags(creature_ptr, o_ptr, flgs);
1250 if (has_flag(flgs, TR_STEALTH))
1254 if (creature_ptr->muta3 & MUT3_XTRA_NOIS) {
1257 if (creature_ptr->muta3 & MUT3_MOTION) {
1260 if (creature_ptr->realm1 == REALM_HEX) {
1261 if (hex_spelling_any(creature_ptr))
1262 pow -= (1 + casting_hex_num(creature_ptr));
1264 if ((is_specific_player_race(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE)) {
1265 pow = MIN(pow - 3, (pow + 2) / 2);
1268 if (is_shero(creature_ptr)) {
1272 if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
1273 pow -= (creature_ptr->lev) / 10;
1274 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
1275 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
1276 pow += (creature_ptr->lev) / 10;
1279 if (is_time_limit_stealth(creature_ptr))
1292 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1296 * * 職業と性格とレベルによる追加加算
1297 * * 器用さに応じたadj_dex_disテーブルによる加算
1298 * * 知力に応じたadj_int_disテーブルによる加算
1300 static ACTION_SKILL_POWER calc_disarming(player_type *creature_ptr)
1302 ACTION_SKILL_POWER pow;
1303 const player_race *tmp_rp_ptr;
1305 if (creature_ptr->mimic_form)
1306 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1308 tmp_rp_ptr = &race_info[creature_ptr->prace];
1309 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1310 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1312 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1313 pow += ((cp_ptr->x_dis * creature_ptr->lev / 10) + (ap_ptr->a_dis * creature_ptr->lev / 50));
1314 pow += adj_dex_dis[creature_ptr->stat_ind[A_DEX]];
1315 pow += adj_int_dis[creature_ptr->stat_ind[A_INT]];
1321 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1325 * * 職業と性格とレベルによる追加加算
1326 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1327 * * 知力に応じたadj_int_devテーブルによる加算
1330 static ACTION_SKILL_POWER calc_device_ability(player_type *creature_ptr)
1332 ACTION_SKILL_POWER pow;
1333 const player_race *tmp_rp_ptr;
1335 if (creature_ptr->mimic_form)
1336 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1338 tmp_rp_ptr = &race_info[creature_ptr->prace];
1339 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1340 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1342 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1343 pow += ((c_ptr->x_dev * creature_ptr->lev / 10) + (ap_ptr->a_dev * creature_ptr->lev / 50));
1345 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1347 BIT_FLAGS flgs[TR_FLAG_SIZE];
1348 o_ptr = &creature_ptr->inventory_list[i];
1351 object_flags(creature_ptr, o_ptr, flgs);
1352 if (has_flag(flgs, TR_MAGIC_MASTERY))
1353 pow += 8 * o_ptr->pval;
1356 pow += adj_int_dev[creature_ptr->stat_ind[A_INT]];
1358 if (is_shero(creature_ptr)) {
1366 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1370 * * 職業と性格とレベルによる追加加算
1371 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1372 * * 賢さによるadj_wis_savテーブル加算
1374 * * 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)
1375 * * クターのつぶれ状態なら(10に上書き)
1376 * * 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)
1377 * * 呪いのdown_savingがかかっているなら半減
1379 static ACTION_SKILL_POWER calc_saving_throw(player_type *creature_ptr)
1381 ACTION_SKILL_POWER pow;
1382 const player_race *tmp_rp_ptr;
1384 if (creature_ptr->mimic_form)
1385 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1387 tmp_rp_ptr = &race_info[creature_ptr->prace];
1388 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1389 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1391 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1392 pow += ((cp_ptr->x_sav * creature_ptr->lev / 10) + (ap_ptr->a_sav * creature_ptr->lev / 50));
1394 if (creature_ptr->muta3 & MUT3_MAGIC_RES)
1395 pow += (15 + (creature_ptr->lev / 5));
1397 pow += adj_wis_sav[creature_ptr->stat_ind[A_WIS]];
1399 if (is_shero(creature_ptr))
1402 if (creature_ptr->anti_magic && (pow < (90 + creature_ptr->lev)))
1403 pow = 90 + creature_ptr->lev;
1405 if (creature_ptr->tsubureru)
1408 if ((creature_ptr->ult_res || creature_ptr->resist_magic || creature_ptr->magicdef) && (pow < (95 + creature_ptr->lev)))
1409 pow = 95 + creature_ptr->lev;
1411 if (creature_ptr->down_saving)
1419 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1424 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1426 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1428 static ACTION_SKILL_POWER calc_search(player_type *creature_ptr)
1430 ACTION_SKILL_POWER pow;
1431 const player_race *tmp_rp_ptr;
1433 if (creature_ptr->mimic_form)
1434 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1436 tmp_rp_ptr = &race_info[creature_ptr->prace];
1437 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1438 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1440 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1441 pow += (c_ptr->x_srh * creature_ptr->lev / 10);
1443 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1445 BIT_FLAGS flgs[TR_FLAG_SIZE];
1446 o_ptr = &creature_ptr->inventory_list[i];
1449 object_flags(creature_ptr, o_ptr, flgs);
1450 if (has_flag(flgs, TR_SEARCH))
1451 pow += (o_ptr->pval * 5);
1454 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1458 if (is_shero(creature_ptr)) {
1467 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1472 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1474 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1476 static ACTION_SKILL_POWER calc_search_freq(player_type *creature_ptr)
1478 ACTION_SKILL_POWER pow;
1479 const player_race *tmp_rp_ptr;
1481 if (creature_ptr->mimic_form)
1482 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1484 tmp_rp_ptr = &race_info[creature_ptr->prace];
1485 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1486 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1488 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1489 pow += (c_ptr->x_fos * creature_ptr->lev / 10);
1491 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1493 BIT_FLAGS flgs[TR_FLAG_SIZE];
1494 o_ptr = &creature_ptr->inventory_list[i];
1497 object_flags(creature_ptr, o_ptr, flgs);
1498 if (has_flag(flgs, TR_SEARCH))
1499 pow += (o_ptr->pval * 5);
1502 if (is_shero(creature_ptr)) {
1506 if (creature_ptr->muta3 & MUT3_XTRA_EYES) {
1515 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1518 * * 種族/職業/性格による加算とレベルによる追加加算
1520 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *creature_ptr)
1522 ACTION_SKILL_POWER pow;
1523 const player_race *tmp_rp_ptr;
1524 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1525 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1527 if (creature_ptr->mimic_form)
1528 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1530 tmp_rp_ptr = &race_info[creature_ptr->prace];
1532 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1533 pow += ((c_ptr->x_thn * creature_ptr->lev / 10) + (a_ptr->a_thn * creature_ptr->lev / 50));
1539 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1542 * * 種族/職業/性格による加算とレベルによる追加加算
1544 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *creature_ptr)
1546 ACTION_SKILL_POWER pow;
1547 const player_race *tmp_rp_ptr;
1548 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1549 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1551 if (creature_ptr->mimic_form)
1552 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1554 tmp_rp_ptr = &race_info[creature_ptr->prace];
1556 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1557 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1563 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1566 * * 種族/職業/性格による加算とレベルによる追加加算
1569 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *creature_ptr)
1571 ACTION_SKILL_POWER pow;
1572 const player_race *tmp_rp_ptr;
1573 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1574 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1576 if (creature_ptr->mimic_form)
1577 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1579 tmp_rp_ptr = &race_info[creature_ptr->prace];
1581 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1582 pow += ((c_ptr->x_thb * creature_ptr->lev / 10) + (a_ptr->a_thb * creature_ptr->lev / 50));
1584 if (is_shero(creature_ptr)) {
1593 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1604 static ACTION_SKILL_POWER calc_skill_dig(player_type *creature_ptr)
1607 BIT_FLAGS flgs[TR_FLAG_SIZE];
1609 ACTION_SKILL_POWER pow;
1613 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT && !creature_ptr->inventory_list[INVEN_RARM].k_idx) {
1614 pow += creature_ptr->lev * 10;
1617 if (is_shero(creature_ptr))
1620 pow += adj_str_dig[creature_ptr->stat_ind[A_STR]];
1622 if (creature_ptr->pclass == CLASS_BERSERKER)
1623 pow += (100 + creature_ptr->lev * 8);
1625 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1626 o_ptr = &creature_ptr->inventory_list[i];
1629 object_flags(creature_ptr, o_ptr, flgs);
1630 if (has_flag(flgs, TR_TUNNEL))
1631 pow += (o_ptr->pval * 20);
1634 for (int i = 0; i < 2; i++) {
1635 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1636 if (has_melee_weapon(creature_ptr, INVEN_RARM + i) && !creature_ptr->heavy_wield[i]) {
1637 pow += (o_ptr->weight / 10);
1641 if (is_shero(creature_ptr)) {
1651 static bool is_martial_arts_mode(player_type *creature_ptr)
1653 return ((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_BERSERKER))
1654 && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) && !has_left_hand_weapon(creature_ptr);
1657 static s16b calc_num_blow(player_type *creature_ptr, int i)
1660 BIT_FLAGS flgs[TR_FLAG_SIZE];
1663 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
1664 object_flags(creature_ptr, o_ptr, flgs);
1665 creature_ptr->heavy_wield[i] = FALSE;
1666 if (!has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
1669 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
1670 creature_ptr->heavy_wield[i] = TRUE;
1673 if (o_ptr->k_idx && !creature_ptr->heavy_wield[i]) {
1674 int str_index, dex_index;
1675 int num = 0, wgt = 0, mul = 0, div = 0;
1677 num = class_info[creature_ptr->pclass].num;
1678 wgt = class_info[creature_ptr->pclass].wgt;
1679 mul = class_info[creature_ptr->pclass].mul;
1681 if (creature_ptr->pclass == CLASS_CAVALRY && (creature_ptr->riding) && (has_flag(flgs, TR_RIDING))) {
1687 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT) || hex_spelling(creature_ptr, HEX_BUILDING)) {
1693 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1694 str_index = (adj_str_blow[creature_ptr->stat_ind[A_STR]] * mul / div);
1696 if (has_two_handed_weapons(creature_ptr) && !has_disable_two_handed_bonus(creature_ptr, 0))
1698 if (creature_ptr->pclass == CLASS_NINJA)
1699 str_index = MAX(0, str_index - 1);
1703 dex_index = (adj_dex_blow[creature_ptr->stat_ind[A_DEX]]);
1707 num_blow = blows_table[str_index][dex_index];
1709 num_blow = (s16b)num;
1711 num_blow += (s16b)creature_ptr->extra_blows[i];
1712 if (creature_ptr->pclass == CLASS_WARRIOR)
1713 num_blow += (creature_ptr->lev / 40);
1714 else if (creature_ptr->pclass == CLASS_BERSERKER)
1715 num_blow += (creature_ptr->lev / 23);
1716 else if ((creature_ptr->pclass == CLASS_ROGUE) && (o_ptr->weight < 50) && (creature_ptr->stat_ind[A_DEX] >= 30))
1719 if (creature_ptr->special_defense & KATA_FUUJIN)
1722 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1732 /* Different calculation for monks with empty hands */
1733 if (is_martial_arts_mode(creature_ptr)) {
1734 int blow_base = creature_ptr->lev + adj_dex_blow[creature_ptr->stat_ind[A_DEX]];
1737 if (creature_ptr->pclass == CLASS_FORCETRAINER) {
1747 MAGIC_NUM1 current_ki = get_current_ki(creature_ptr);
1748 if (current_ki != i) {
1749 creature_ptr->to_d[i] += current_ki / 5;
1750 creature_ptr->dis_to_d[i] += current_ki / 5;
1769 if (heavy_armor(creature_ptr) && (creature_ptr->pclass != CLASS_BERSERKER))
1772 if (creature_ptr->special_defense & KAMAE_GENBU) {
1773 creature_ptr->to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1774 creature_ptr->dis_to_a += (creature_ptr->lev * creature_ptr->lev) / 50;
1776 if ((creature_ptr->pclass == CLASS_MONK) && (creature_ptr->lev > 42))
1780 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1781 creature_ptr->to_h[i] -= (creature_ptr->lev / 3);
1782 creature_ptr->to_d[i] -= (creature_ptr->lev / 6);
1784 creature_ptr->dis_to_h[i] -= (creature_ptr->lev / 3);
1785 creature_ptr->dis_to_d[i] -= (creature_ptr->lev / 6);
1789 num_blow += 1 + creature_ptr->extra_blows[0];
1792 if (has_not_ninja_weapon(creature_ptr, i)) {
1803 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1807 * * エントは別途レベル26,41,46到達ごとに加算(+1)
1808 * * 装備がTR_STRフラグを持っていれば加算(+pval*1)
1814 * * 変異MUT3_HYPER_STRで加算(+4)
1815 * * 変異MUT3_PUNYで減算(-4)
1816 * * ネオ・つよしスペシャル中で加算(+4)
1818 static s16b calc_strength_addition(player_type *creature_ptr)
1821 const player_race *tmp_rp_ptr;
1822 if (creature_ptr->mimic_form)
1823 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1825 tmp_rp_ptr = &race_info[creature_ptr->prace];
1826 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1827 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1828 pow = tmp_rp_ptr->r_adj[A_STR] + c_ptr->c_adj[A_STR] + a_ptr->a_adj[A_STR];
1830 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
1831 if (creature_ptr->lev > 25)
1833 if (creature_ptr->lev > 40)
1835 if (creature_ptr->lev > 45)
1839 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1841 BIT_FLAGS flgs[TR_FLAG_SIZE];
1842 o_ptr = &creature_ptr->inventory_list[i];
1845 object_flags(creature_ptr, o_ptr, flgs);
1846 if (has_flag(flgs, TR_STR)) {
1851 if (creature_ptr->realm1 == REALM_HEX) {
1852 if (hex_spelling(creature_ptr, HEX_XTRA_MIGHT)) {
1855 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
1860 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1864 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
1866 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1870 if (creature_ptr->muta3) {
1872 if (creature_ptr->muta3 & MUT3_HYPER_STR) {
1876 if (creature_ptr->muta3 & MUT3_PUNY) {
1881 if (creature_ptr->tsuyoshi) {
1889 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1893 * * 装備がTR_INTフラグを持っていれば加算(+pval*1)
1899 * * 変異MUT3_HYPER_INTで加算(+4)
1900 * * 変異MUT3_MORONICで減算(-4)
1902 s16b calc_intelligence_addition(player_type *creature_ptr)
1905 const player_race *tmp_rp_ptr;
1906 if (creature_ptr->mimic_form)
1907 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1909 tmp_rp_ptr = &race_info[creature_ptr->prace];
1910 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1911 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1912 pow = tmp_rp_ptr->r_adj[A_INT] + c_ptr->c_adj[A_INT] + a_ptr->a_adj[A_INT];
1914 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1916 BIT_FLAGS flgs[TR_FLAG_SIZE];
1917 o_ptr = &creature_ptr->inventory_list[i];
1920 object_flags(creature_ptr, o_ptr, flgs);
1921 if (has_flag(flgs, TR_INT)) {
1926 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1930 if (creature_ptr->special_defense & KAMAE_GENBU) {
1932 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1936 if (creature_ptr->muta3) {
1937 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
1941 if (creature_ptr->muta3 & MUT3_MORONIC) {
1951 * @param creature_ptr 計算するクリーチャーの参照ポインタ
1955 * * 装備がTR_WISフラグを持っていれば加算(+pval*1)
1961 * * 変異MUT3_HYPER_INTで加算(+4)
1962 * * 変異MUT3_MORONICで減算(-4)
1964 static s16b calc_wisdom_addition(player_type *creature_ptr)
1967 const player_race *tmp_rp_ptr;
1968 if (creature_ptr->mimic_form)
1969 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
1971 tmp_rp_ptr = &race_info[creature_ptr->prace];
1972 const player_class *c_ptr = &class_info[creature_ptr->pclass];
1973 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
1974 pow = tmp_rp_ptr->r_adj[A_WIS] + c_ptr->c_adj[A_WIS] + a_ptr->a_adj[A_WIS];
1976 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
1978 BIT_FLAGS flgs[TR_FLAG_SIZE];
1979 o_ptr = &creature_ptr->inventory_list[i];
1982 object_flags(creature_ptr, o_ptr, flgs);
1983 if (has_flag(flgs, TR_WIS)) {
1988 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
1992 if (creature_ptr->special_defense & KAMAE_GENBU) {
1994 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
1998 if (creature_ptr->muta3) {
2000 if (creature_ptr->muta3 & MUT3_HYPER_INT) {
2004 if (creature_ptr->muta3 & MUT3_MORONIC) {
2014 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2018 * * エントは別途レベル26,41,46到達ごとに減算(-1)
2019 * * 装備がTR_DEXフラグを持っていれば加算(+pval*1)
2025 * * 変異MUT3_IRON_SKINで減算(-1)
2026 * * 変異MUT3_LIMBERで加算(+3)
2027 * * 変異MUT3_ARTHRITISで減算(-3)
2029 static s16b calc_dexterity_addition(player_type *creature_ptr)
2032 const player_race *tmp_rp_ptr;
2033 if (creature_ptr->mimic_form)
2034 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2036 tmp_rp_ptr = &race_info[creature_ptr->prace];
2037 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2038 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2039 pow = tmp_rp_ptr->r_adj[A_DEX] + c_ptr->c_adj[A_DEX] + a_ptr->a_adj[A_DEX];
2041 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2042 if (creature_ptr->lev > 25)
2044 if (creature_ptr->lev > 40)
2046 if (creature_ptr->lev > 45)
2050 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2052 BIT_FLAGS flgs[TR_FLAG_SIZE];
2053 o_ptr = &creature_ptr->inventory_list[i];
2056 object_flags(creature_ptr, o_ptr, flgs);
2057 if (has_flag(flgs, TR_DEX)) {
2062 if (creature_ptr->realm1 == REALM_HEX) {
2063 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2068 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2072 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2074 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2076 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2080 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2084 if (creature_ptr->muta3 & MUT3_LIMBER) {
2088 if (creature_ptr->muta3 & MUT3_ARTHRITIS) {
2097 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2101 * * エントは別途レベル26,41,46到達ごとに加算(+1)
2102 * * 装備がTR_CONフラグを持っていれば加算(+pval*1)
2108 * * 変異MUT3_RESILIENTで加算(+4)
2109 * * 変異MUT3_ALBINOで減算(-4)
2110 * * 変異MUT3_XTRA_FATで加算(+2)
2111 * * 変異MUT3_FLESH_ROTで減算(-2)
2112 * * ネオ・つよしスペシャル中で加算(+4)
2114 static s16b calc_constitution_addition(player_type *creature_ptr)
2117 const player_race *tmp_rp_ptr;
2118 if (creature_ptr->mimic_form)
2119 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2121 tmp_rp_ptr = &race_info[creature_ptr->prace];
2122 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2123 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2124 pow = tmp_rp_ptr->r_adj[A_CON] + c_ptr->c_adj[A_CON] + a_ptr->a_adj[A_CON];
2126 if (!creature_ptr->mimic_form && creature_ptr->prace == RACE_ENT) {
2127 if (creature_ptr->lev > 25)
2129 if (creature_ptr->lev > 40)
2131 if (creature_ptr->lev > 45)
2135 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2137 BIT_FLAGS flgs[TR_FLAG_SIZE];
2138 o_ptr = &creature_ptr->inventory_list[i];
2141 object_flags(creature_ptr, o_ptr, flgs);
2142 if (has_flag(flgs, TR_CON))
2146 if (creature_ptr->realm1 == REALM_HEX) {
2147 if (hex_spelling(creature_ptr, HEX_BUILDING)) {
2152 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2156 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2158 } else if (creature_ptr->special_defense & KAMAE_GENBU) {
2160 } else if (creature_ptr->special_defense & KAMAE_SUZAKU) {
2164 if (creature_ptr->muta3) {
2165 if (creature_ptr->muta3 & MUT3_RESILIENT) {
2169 if (creature_ptr->muta3 & MUT3_ALBINO) {
2173 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2177 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2182 if (creature_ptr->tsuyoshi) {
2191 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2195 * * 装備がTR_CHRフラグを持っていれば加算(+pval*1)
2198 * * 変異MUT3_FLESH_ROTで減算(-1)
2199 * * 変異MUT3_SILLY_VOIで減算(-4)
2200 * * 変異MUT3_BLANK_FACで減算(-1)
2201 * * 変異MUT3_WART_SKINで減算(-2)
2202 * * 変異MUT3_SCALESで減算(-1)
2203 * * 変異MUT3_ILL_NORMで0固定(後で個体値のみ上書きを行う)
2205 static s16b calc_charisma_addition(player_type *creature_ptr)
2208 const player_race *tmp_rp_ptr;
2209 if (creature_ptr->mimic_form)
2210 tmp_rp_ptr = &mimic_info[creature_ptr->mimic_form];
2212 tmp_rp_ptr = &race_info[creature_ptr->prace];
2213 const player_class *c_ptr = &class_info[creature_ptr->pclass];
2214 const player_personality *a_ptr = &personality_info[creature_ptr->pseikaku];
2215 pow = tmp_rp_ptr->r_adj[A_CHR] + c_ptr->c_adj[A_CHR] + a_ptr->a_adj[A_CHR];
2217 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2219 BIT_FLAGS flgs[TR_FLAG_SIZE];
2220 o_ptr = &creature_ptr->inventory_list[i];
2223 object_flags(creature_ptr, o_ptr, flgs);
2224 if (has_flag(flgs, TR_CHR))
2228 if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2232 if (creature_ptr->muta3) {
2233 if (creature_ptr->muta3 & MUT3_FLESH_ROT) {
2236 if (creature_ptr->muta3 & MUT3_SILLY_VOI) {
2239 if (creature_ptr->muta3 & MUT3_BLANK_FAC) {
2242 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2245 if (creature_ptr->muta3 & MUT3_SCALES) {
2248 if (creature_ptr->muta3 & MUT3_ILL_NORM) {
2258 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2261 * * 性格なまけものなら加算(+10)
2263 * * 性格ちからじまんとがまんづよいなら加算(+1)
2264 * * 性格チャージマンなら加算(+5)
2265 * * 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)
2267 static s16b calc_to_magic_chance(player_type *creature_ptr)
2271 if (creature_ptr->pseikaku == PERSONALITY_LAZY)
2273 if (creature_ptr->pseikaku == PERSONALITY_SHREWD)
2275 if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY))
2277 if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
2280 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2282 BIT_FLAGS flgs[TR_FLAG_SIZE];
2283 o_ptr = &creature_ptr->inventory_list[i];
2286 object_flags(creature_ptr, o_ptr, flgs);
2287 if (o_ptr->curse_flags & TRC_LOW_MAGIC) {
2288 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2298 static ARMOUR_CLASS calc_base_ac(player_type *creature_ptr)
2300 ARMOUR_CLASS ac = 0;
2301 if (creature_ptr->yoiyami)
2304 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2306 o_ptr = &creature_ptr->inventory_list[i];
2312 if (object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_RARM])
2313 || object_is_armour(creature_ptr, &creature_ptr->inventory_list[INVEN_LARM])) {
2314 ac += creature_ptr->skill_exp[GINOU_SHIELD] * (1 + creature_ptr->lev / 22) / 2000;
2320 static ARMOUR_CLASS calc_to_ac(player_type *creature_ptr, bool is_true_value)
2322 ARMOUR_CLASS ac = 0;
2323 if (creature_ptr->yoiyami)
2326 ac += ((int)(adj_dex_ta[creature_ptr->stat_ind[A_DEX]]) - 128);
2328 if (creature_ptr->mimic_form) {
2329 switch (creature_ptr->mimic_form) {
2333 case MIMIC_DEMON_LORD:
2341 if (creature_ptr->pclass == CLASS_BERSERKER) {
2342 ac += 10 + creature_ptr->lev / 2;
2344 if (creature_ptr->pclass == CLASS_SORCERER) {
2348 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2350 o_ptr = &creature_ptr->inventory_list[i];
2353 if (is_true_value || object_is_known(o_ptr))
2356 if (o_ptr->curse_flags & TRC_LOW_AC) {
2357 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
2358 if (is_true_value || object_is_fully_known(o_ptr))
2361 if (is_true_value || object_is_fully_known(o_ptr))
2366 if ((i == INVEN_LARM) && (o_ptr->tval == TV_SWORD) && ((o_ptr->sval == SV_MAIN_GAUCHE) || (o_ptr->sval == SV_WAKIZASHI))) {
2371 if (is_specific_player_race(creature_ptr, RACE_GOLEM) || is_specific_player_race(creature_ptr, RACE_ANDROID)) {
2372 ac += 10 + (creature_ptr->lev * 2 / 5);
2375 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2379 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2383 if (creature_ptr->muta3 & MUT3_WART_SKIN) {
2387 if (creature_ptr->muta3 & MUT3_SCALES) {
2391 if (creature_ptr->muta3 & MUT3_IRON_SKIN) {
2395 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && !heavy_armor(creature_ptr)) {
2396 if (!(creature_ptr->inventory_list[INVEN_BODY].k_idx)) {
2397 ac += (creature_ptr->lev * 3) / 2;
2399 if (!(creature_ptr->inventory_list[INVEN_OUTER].k_idx) && (creature_ptr->lev > 15)) {
2400 ac += ((creature_ptr->lev - 13) / 3);
2402 if (!(creature_ptr->inventory_list[INVEN_LARM].k_idx) && (creature_ptr->lev > 10)) {
2403 ac += ((creature_ptr->lev - 8) / 3);
2405 if (!(creature_ptr->inventory_list[INVEN_HEAD].k_idx) && (creature_ptr->lev > 4)) {
2406 ac += (creature_ptr->lev - 2) / 3;
2408 if (!(creature_ptr->inventory_list[INVEN_HANDS].k_idx)) {
2409 ac += (creature_ptr->lev / 2);
2411 if (!(creature_ptr->inventory_list[INVEN_FEET].k_idx)) {
2412 ac += (creature_ptr->lev / 3);
2416 if (creature_ptr->realm1 == REALM_HEX) {
2417 if (hex_spelling(creature_ptr, HEX_ICE_ARMOR)) {
2421 for (inventory_slot_type i = INVEN_RARM; i <= INVEN_FEET; i++) {
2422 object_type *o_ptr = &creature_ptr->inventory_list[i];
2425 if (!object_is_armour(creature_ptr, o_ptr))
2427 if (!object_is_cursed(o_ptr))
2429 if (o_ptr->curse_flags & TRC_CURSED)
2431 if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
2433 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
2438 if (creature_ptr->special_defense & KAMAE_BYAKKO) {
2440 } else if (creature_ptr->special_defense & KAMAE_SEIRYU) {
2442 } else if (creature_ptr->special_defense & KATA_KOUKIJIN) {
2446 if (creature_ptr->ult_res || (creature_ptr->special_defense & KATA_MUSOU)) {
2448 } else if (creature_ptr->tsubureru || creature_ptr->shield || creature_ptr->magicdef) {
2452 if (is_blessed(creature_ptr)) {
2456 if (is_shero(creature_ptr)) {
2460 if (creature_ptr->pclass == CLASS_NINJA) {
2461 if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2462 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2463 ac += creature_ptr->lev / 2 + 5;
2472 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2477 * ** クラッコンと妖精に加算(+レベル/10)
2478 * ** 悪魔変化/吸血鬼変化で加算(+3)
2480 * ** 装備品にTR_SPEEDがあれば加算(+pval+1
2481 * ** 忍者の装備が重ければ減算(-レベル/10)
2482 * ** 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)
2483 * ** 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)
2484 * ** 狂戦士なら加算(+3),レベル20/30/40/50ごとに+1
2485 * ** いかさまでクラッコン/妖精以外なら加算(+5+レベル/10)
2488 * ** 呪術「衝撃のクローク」で加算(+3)
2491 * ** 変異MUT3_XTRA_FATなら減算(-2)
2492 * ** 変異MUT3_XTRA_LEGなら加算(+3)
2493 * ** 変異MUT3_SHORT_LEGなら減算(-3)
2494 * ** マーフォークがFF_WATER地形にいれば加算(+2+レベル/10)
2495 * ** そうでなく浮遊を持っていないなら減算(-2)
2496 * ** 棘セット装備中ならば加算(+7)
2497 * * 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
2499 * * 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
2502 static s16b calc_speed(player_type *creature_ptr)
2504 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2505 feature_type *f_ptr = &f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
2509 int j = calc_inventory_weight(creature_ptr);
2512 if (!creature_ptr->riding) {
2513 if (is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE))
2514 pow += (creature_ptr->lev) / 10;
2516 if (creature_ptr->mimic_form) {
2517 switch (creature_ptr->mimic_form) {
2521 case MIMIC_DEMON_LORD:
2530 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2531 object_type *o_ptr = &creature_ptr->inventory_list[i];
2532 BIT_FLAGS flgs[TR_FLAG_SIZE];
2533 object_flags(creature_ptr, o_ptr, flgs);
2537 if (has_flag(flgs, TR_SPEED))
2541 if (creature_ptr->pclass == CLASS_NINJA) {
2542 if (heavy_armor(creature_ptr)) {
2543 pow -= (creature_ptr->lev) / 10;
2544 } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || has_right_hand_weapon(creature_ptr))
2545 && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || has_left_hand_weapon(creature_ptr))) {
2547 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2548 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2549 pow += (creature_ptr->lev) / 10;
2553 if (creature_ptr->pclass == CLASS_FORCETRAINER && !(heavy_armor(creature_ptr))) {
2554 if (!(is_specific_player_race(creature_ptr, RACE_KLACKON) || is_specific_player_race(creature_ptr, RACE_SPRITE)
2555 || (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
2556 pow += (creature_ptr->lev) / 10;
2559 if (creature_ptr->pclass == CLASS_BERSERKER) {
2561 if (creature_ptr->lev > 29)
2563 if (creature_ptr->lev > 39)
2565 if (creature_ptr->lev > 44)
2567 if (creature_ptr->lev > 49)
2571 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN && creature_ptr->prace != RACE_KLACKON && creature_ptr->prace != RACE_SPRITE) {
2572 pow += (creature_ptr->lev) / 10 + 5;
2575 if (is_fast(creature_ptr)) {
2579 if (creature_ptr->slow) {
2583 if (creature_ptr->realm1 == REALM_HEX) {
2584 if (hex_spelling(creature_ptr, HEX_SHOCK_CLOAK)) {
2589 if (creature_ptr->food >= PY_FOOD_MAX)
2592 if (creature_ptr->special_defense & KAMAE_SUZAKU)
2595 if (creature_ptr->muta3) {
2597 if (creature_ptr->muta3 & MUT3_XTRA_FAT) {
2601 if (creature_ptr->muta3 & MUT3_XTRA_LEGS) {
2605 if (creature_ptr->muta3 & MUT3_SHORT_LEG) {
2610 if (creature_ptr->prace == RACE_MERFOLK) {
2611 if (has_flag(f_ptr->flags, FF_WATER)) {
2612 pow += (2 + creature_ptr->lev / 10);
2613 } else if (!creature_ptr->levitation) {
2618 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2619 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2624 count = (int)calc_weight_limit(creature_ptr);
2626 pow -= ((j - count) / (count / 5));
2629 monster_type *riding_m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
2630 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
2631 SPEED speed = riding_m_ptr->mspeed;
2633 if (riding_m_ptr->mspeed > 110) {
2634 pow = 110 + (s16b)((speed - 110) * (creature_ptr->skill_exp[GINOU_RIDING] * 3 + creature_ptr->lev * 160L - 10000L) / (22000L));
2641 pow += (creature_ptr->skill_exp[GINOU_RIDING] + creature_ptr->lev * 160L) / 3200;
2643 if (monster_fast_remaining(riding_m_ptr))
2645 if (monster_slow_remaining(riding_m_ptr))
2648 if (creature_ptr->skill_exp[GINOU_RIDING] < RIDING_EXP_SKILLED)
2649 j += (creature_ptr->wt * 3 * (RIDING_EXP_SKILLED - creature_ptr->skill_exp[GINOU_RIDING])) / RIDING_EXP_SKILLED;
2651 count = 1500 + riding_r_ptr->level * 25;
2653 pow -= ((j - count) / (count / 5));
2656 if (creature_ptr->action == ACTION_SEARCH)
2659 /* Maximum speed is (+99). (internally it's 110 + 99) */
2660 /* Temporary lightspeed forces to be maximum speed */
2661 if ((creature_ptr->lightspeed && !creature_ptr->riding) || (pow > 209)) {
2665 /* Minimum speed is (-99). (internally it's 110 - 99) */
2673 * @brief 二刀流ペナルティ量計算
2674 * @param creature_ptr 計算するクリーチャーの参照ポインタ
2675 * @param slot ペナルティ量を計算する武器スロット
2681 * * マンゴーシュ/脇差を左に装備した場合の軽減
2685 s16b calc_double_weapon_penalty(player_type *creature_ptr, INVENTORY_IDX slot)
2688 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
2689 penalty = ((100 - creature_ptr->skill_exp[GINOU_NITOURYU] / 160) - (130 - creature_ptr->inventory_list[slot].weight) / 8);
2690 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_QUICKTHORN) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_TINYTHORN)) {
2691 penalty = penalty / 2 - 5;
2693 if (creature_ptr->easy_2weapon) {
2696 } else if ((creature_ptr->inventory_list[INVEN_LARM].tval == TV_SWORD)
2697 && ((creature_ptr->inventory_list[INVEN_LARM].sval == SV_MAIN_GAUCHE) || (creature_ptr->inventory_list[INVEN_LARM].sval == SV_WAKIZASHI))) {
2698 penalty = MAX(0, penalty - 10);
2700 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI)) {
2701 penalty = MIN(0, penalty);
2703 if ((creature_ptr->inventory_list[INVEN_RARM].name1 == ART_MUSASI_KATANA) && (penalty > 0))
2705 if ((creature_ptr->inventory_list[INVEN_LARM].name1 == ART_MUSASI_WAKIZASI) && (penalty > 0))
2709 if (creature_ptr->inventory_list[slot].tval == TV_POLEARM)
2712 return (s16b)penalty;
2715 static void calc_ind_status(player_type *creature_ptr, int status)
2718 if (creature_ptr->stat_use[status] <= 18)
2719 ind = (creature_ptr->stat_use[status] - 3);
2720 else if (creature_ptr->stat_use[status] <= 18 + 219)
2721 ind = (15 + (creature_ptr->stat_use[status] - 18) / 10);
2725 if (creature_ptr->stat_ind[status] == ind)
2728 creature_ptr->stat_ind[status] = (s16b)ind;
2729 if (status == A_CON) {
2730 creature_ptr->update |= (PU_HP);
2731 } else if (status == A_INT) {
2732 if (mp_ptr->spell_stat == A_INT) {
2733 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2735 } else if (status == A_WIS) {
2736 if (mp_ptr->spell_stat == A_WIS) {
2737 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2739 } else if (status == A_CHR) {
2740 if (mp_ptr->spell_stat == A_CHR) {
2741 creature_ptr->update |= (PU_MANA | PU_SPELLS);
2745 creature_ptr->window |= (PW_PLAYER);
2748 static void calc_use_status(player_type *creature_ptr, int status)
2750 int use = modify_stat_value(creature_ptr->stat_cur[status], creature_ptr->stat_add[status]);
2752 if ((status == A_CHR) && (creature_ptr->muta3 & MUT3_ILL_NORM)) {
2753 /* 10 to 18/90 charisma, guaranteed, based on level */
2754 if (use < 8 + 2 * creature_ptr->lev) {
2755 use = 8 + 2 * creature_ptr->lev;
2759 if (creature_ptr->stat_use[status] != use) {
2760 creature_ptr->stat_use[status] = (s16b)use;
2761 creature_ptr->redraw |= (PR_STATS);
2762 creature_ptr->window |= (PW_PLAYER);
2766 static void calc_top_status(player_type *creature_ptr, int status)
2768 int top = modify_stat_value(creature_ptr->stat_max[status], creature_ptr->stat_add[status]);
2770 if (creature_ptr->stat_top[status] != top) {
2771 creature_ptr->stat_top[status] = (s16b)top;
2772 creature_ptr->redraw |= (PR_STATS);
2773 creature_ptr->window |= (PW_PLAYER);
2777 static s16b calc_riding_bow_penalty(player_type *creature_ptr)
2779 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
2780 if (!creature_ptr->riding)
2785 creature_ptr->riding_ryoute = FALSE;
2787 if (has_two_handed_weapons(creature_ptr) || (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_NONE))
2788 creature_ptr->riding_ryoute = TRUE;
2789 else if (creature_ptr->pet_extra_flags & PF_TWO_HANDS) {
2790 switch (creature_ptr->pclass) {
2792 case CLASS_FORCETRAINER:
2793 case CLASS_BERSERKER:
2794 if ((empty_hands(creature_ptr, FALSE) != EMPTY_HAND_NONE) && !has_melee_weapon(creature_ptr, INVEN_RARM)
2795 && !has_melee_weapon(creature_ptr, INVEN_LARM))
2796 creature_ptr->riding_ryoute = TRUE;
2801 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
2802 if (creature_ptr->tval_ammo != TV_ARROW)
2805 penalty = r_info[floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
2811 if (creature_ptr->tval_ammo == TV_BOLT)
2817 void put_equipment_warning(player_type *creature_ptr)
2819 bool heavy_shoot = is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW]);
2820 if (creature_ptr->old_heavy_shoot != heavy_shoot) {
2822 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."));
2823 } else if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
2824 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."));
2826 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."));
2828 creature_ptr->old_heavy_shoot = heavy_shoot;
2831 for (int i = 0; i < 2; i++) {
2832 if (creature_ptr->old_heavy_wield[i] != creature_ptr->heavy_wield[i]) {
2833 if (creature_ptr->heavy_wield[i]) {
2834 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."));
2835 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2836 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
2837 } else if (creature_ptr->heavy_wield[1 - i]) {
2838 msg_print(_("まだ武器が重い。", "You have still trouble wielding a heavy weapon."));
2840 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."));
2843 creature_ptr->old_heavy_wield[i] = creature_ptr->heavy_wield[i];
2846 if (creature_ptr->old_riding_wield[i] != creature_ptr->riding_wield[i]) {
2847 if (creature_ptr->riding_wield[i]) {
2848 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."));
2849 } else if (!creature_ptr->riding) {
2850 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
2851 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2852 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
2855 creature_ptr->old_riding_wield[i] = creature_ptr->riding_wield[i];
2858 if (creature_ptr->old_icky_wield[i] == creature_ptr->icky_wield[i])
2861 if (creature_ptr->icky_wield[i]) {
2862 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."));
2863 if (current_world_ptr->is_loading_now) {
2864 chg_virtue(creature_ptr, V_FAITH, -1);
2866 } else if (has_melee_weapon(creature_ptr, INVEN_RARM + i)) {
2867 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."));
2869 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."));
2872 creature_ptr->old_icky_wield[i] = creature_ptr->icky_wield[i];
2875 if (creature_ptr->riding && (creature_ptr->old_riding_ryoute != creature_ptr->riding_ryoute)) {
2876 if (creature_ptr->riding_ryoute) {
2878 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" : "");
2880 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
2884 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" : "");
2886 msg_print("You began to control the pet you're riding with one hand.");
2890 creature_ptr->old_riding_ryoute = creature_ptr->riding_ryoute;
2893 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA))
2894 && (heavy_armor(creature_ptr) != creature_ptr->monk_notify_aux)) {
2895 if (heavy_armor(creature_ptr)) {
2896 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."));
2897 if (current_world_ptr->is_loading_now) {
2898 chg_virtue(creature_ptr, V_HARMONY, -1);
2901 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
2904 creature_ptr->monk_notify_aux = heavy_armor(creature_ptr);
2908 static s16b calc_to_damage(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
2910 object_type *o_ptr = &creature_ptr->inventory_list[slot];
2911 int id = slot - INVEN_RARM;
2912 BIT_FLAGS flgs[TR_FLAG_SIZE];
2913 object_flags(creature_ptr, o_ptr, flgs);
2916 damage += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
2918 if (is_shero(creature_ptr)) {
2919 damage += 3 + (creature_ptr->lev / 5);
2922 if (creature_ptr->stun > 50) {
2924 } else if (creature_ptr->stun) {
2928 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
2930 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
2931 damage += creature_ptr->lev / 6;
2932 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
2933 damage += creature_ptr->lev / 6;
2935 } else if (creature_ptr->pclass == CLASS_SORCERER) {
2936 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2943 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
2944 if (hex_spelling(creature_ptr, HEX_RUNESWORD)) {
2945 if (o_ptr->curse_flags & (TRC_CURSED)) {
2948 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
2951 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
2957 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
2959 o_ptr = &creature_ptr->inventory_list[i];
2960 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
2961 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
2964 if (!object_is_known(o_ptr) && !is_true_value)
2966 bonus_to_d = o_ptr->to_d;
2968 if (creature_ptr->pclass == CLASS_NINJA) {
2969 if (o_ptr->to_d > 0)
2970 bonus_to_d = (o_ptr->to_d + 1) / 2;
2973 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
2974 damage += (s16b)bonus_to_d;
2975 } else if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
2977 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2979 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2980 } else if (id == get_default_hand(creature_ptr)) {
2981 damage += (s16b)bonus_to_d;
2985 if (get_default_hand(creature_ptr) == id) {
2986 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
2987 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
2989 bonus_to_d = ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128) / 2;
2990 damage += MAX(bonus_to_d, 1);
2994 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
2995 damage += (creature_ptr->lev / 6);
3002 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
3004 * 'slot' MUST be INVEN_RARM or INVEM_LARM.
3006 static s16b calc_to_hit(player_type *creature_ptr, INVENTORY_IDX slot, bool is_true_value)
3011 hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3012 hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3014 /* Temporary bonuses */
3015 if (is_blessed(creature_ptr)) {
3019 if (is_hero(creature_ptr)) {
3023 if (is_shero(creature_ptr)) {
3027 if (creature_ptr->stun > 50) {
3029 } else if (creature_ptr->stun) {
3033 /* Default hand bonuses */
3034 int id = slot - INVEN_RARM;
3035 int default_hand = get_default_hand(creature_ptr);
3036 if (default_hand == id) {
3037 /* Add trained bonus of empty hands' combat when having no weapon and riding */
3038 if ((!has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_LARM))
3039 || (!has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))) {
3040 hit += (creature_ptr->skill_exp[GINOU_SUDE] - WEAPON_EXP_BEGINNER) / 200;
3043 if ((is_martial_arts_mode(creature_ptr) && empty_hands(creature_ptr, FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
3044 || !has_disable_two_handed_bonus(creature_ptr, 0)) {
3046 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);
3047 hit += MAX(bonus_to_h, 1);
3051 /* Bonuses and penalties by weapon */
3052 if (has_melee_weapon(creature_ptr, slot)) {
3053 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3054 BIT_FLAGS flgs[TR_FLAG_SIZE];
3055 object_flags(creature_ptr, o_ptr, flgs);
3057 tval_type tval = o_ptr->tval - TV_WEAPON_BEGIN;
3058 OBJECT_SUBTYPE_VALUE sval = o_ptr->sval;
3060 /* Traind bonuses */
3061 hit += (creature_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
3063 /* Weight penalty */
3064 if (calc_weapon_weight_limit(creature_ptr) < o_ptr->weight / 10) {
3065 hit += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3068 /* Low melee penalty */
3069 if ((object_is_fully_known(o_ptr) || is_true_value) && o_ptr->curse_flags & TRC_LOW_MELEE) {
3070 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3077 /* Riding bonus and penalty */
3078 if (creature_ptr->riding) {
3079 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3084 if (creature_ptr->riding != 0 && !(o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))
3085 && !has_flag(flgs, TR_RIDING)) {
3088 if ((creature_ptr->pclass == CLASS_BEASTMASTER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
3091 penalty = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level - creature_ptr->skill_exp[GINOU_RIDING] / 80;
3096 hit -= (s16b)penalty;
3099 /* Class penalties */
3100 if ((creature_ptr->pclass == CLASS_PRIEST) && (!(has_flag(flgs, TR_BLESSED))) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) {
3102 } else if (creature_ptr->pclass == CLASS_BERSERKER) {
3103 hit += creature_ptr->lev / 5;
3104 if (((id == 0) && !has_left_hand_weapon(creature_ptr)) || has_two_handed_weapons(creature_ptr)) {
3105 hit += creature_ptr->lev / 5;
3107 } else if (creature_ptr->pclass == CLASS_SORCERER) {
3108 if (!((o_ptr->tval == TV_HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
3115 if (has_not_ninja_weapon(creature_ptr, id) || has_not_monk_weapon(creature_ptr, id)) {
3119 /* Hex realm bonuses */
3120 if ((creature_ptr->realm1 == REALM_HEX) && object_is_cursed(o_ptr)) {
3121 if (o_ptr->curse_flags & (TRC_CURSED)) {
3124 if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) {
3127 if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) {
3130 if (o_ptr->curse_flags & (TRC_TY_CURSE)) {
3136 /* Bonuses from inventory */
3137 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3138 object_type *o_ptr = &creature_ptr->inventory_list[i];
3140 /* Ignore empty hands, handed weapons, bows and capture balls */
3142 || o_ptr->tval == TV_CAPTURE
3143 || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3144 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i))
3148 /* Fake value does not include unknown objects' value */
3149 if (is_true_value || !object_is_known(o_ptr))
3152 int bonus_to_h = o_ptr->to_h;
3154 /* When wields only a weapon */
3155 if (creature_ptr->pclass == CLASS_NINJA) {
3156 if (o_ptr->to_h > 0)
3157 bonus_to_h = (o_ptr->to_h + 1) / 2;
3160 if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !has_two_handed_weapons(creature_ptr)) {
3161 hit += (s16b)bonus_to_h;
3165 /* When wields two weapons on each hand */
3166 if (has_right_hand_weapon(creature_ptr) && has_left_hand_weapon(creature_ptr)) {
3167 if (default_hand == 0)
3168 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
3169 if (default_hand == 1)
3170 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
3174 if (default_hand == id)
3175 hit += (s16b)bonus_to_h;
3178 /* Martial arts bonus */
3179 if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
3180 hit += (creature_ptr->lev / 3);
3183 /* Two handed combat penalty */
3184 hit -= calc_double_weapon_penalty(creature_ptr, slot);
3189 static s16b calc_to_hit_bow(player_type *creature_ptr, bool is_true_value)
3193 pow += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3194 pow += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3198 BIT_FLAGS flgs[TR_FLAG_SIZE];
3199 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3201 object_flags(creature_ptr, o_ptr, flgs);
3203 if (o_ptr->curse_flags & TRC_LOW_MELEE) {
3204 if (o_ptr->curse_flags & TRC_HEAVY_CURSE) {
3213 if (creature_ptr->stun > 50) {
3215 } else if (creature_ptr->stun) {
3219 if (is_blessed(creature_ptr)) {
3223 if (is_hero(creature_ptr)) {
3227 if (is_shero(creature_ptr)) {
3231 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
3233 if (is_heavy_shoot(creature_ptr, o_ptr)) {
3234 pow += 2 * (calc_weapon_weight_limit(creature_ptr) - o_ptr->weight / 10);
3238 if (o_ptr->k_idx && !is_heavy_shoot(creature_ptr, &creature_ptr->inventory_list[INVEN_BOW])) {
3239 if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->tval_ammo == TV_BOLT)) {
3240 pow += (10 + (creature_ptr->lev / 5));
3246 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3248 o_ptr = &creature_ptr->inventory_list[i];
3249 if (!o_ptr->k_idx || o_ptr->tval == TV_CAPTURE || (i == INVEN_RARM && has_melee_weapon(creature_ptr, i))
3250 || (i == INVEN_LARM && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
3253 bonus_to_h = o_ptr->to_h;
3255 if (creature_ptr->pclass == CLASS_NINJA) {
3256 if (o_ptr->to_h > 0)
3257 bonus_to_h = (o_ptr->to_h + 1) / 2;
3260 if (is_true_value || object_is_known(o_ptr))
3261 pow += (s16b)bonus_to_h;
3264 pow -= calc_riding_bow_penalty(creature_ptr);
3269 static s16b calc_to_damage_misc(player_type *creature_ptr)
3272 BIT_FLAGS flgs[TR_FLAG_SIZE];
3276 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3277 o_ptr = &creature_ptr->inventory_list[i];
3281 object_flags(creature_ptr, o_ptr, flgs);
3283 int bonus_to_d = o_ptr->to_d;
3284 if (creature_ptr->pclass == CLASS_NINJA) {
3285 if (o_ptr->to_d > 0)
3286 bonus_to_d = (o_ptr->to_d + 1) / 2;
3288 to_dam += (s16b)bonus_to_d;
3291 if (is_shero(creature_ptr)) {
3292 to_dam += 3 + (creature_ptr->lev / 5);
3295 if (creature_ptr->stun > 50) {
3297 } else if (creature_ptr->stun) {
3301 to_dam += ((int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
3305 static s16b calc_to_hit_misc(player_type *creature_ptr)
3308 BIT_FLAGS flgs[TR_FLAG_SIZE];
3312 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
3313 o_ptr = &creature_ptr->inventory_list[i];
3317 object_flags(creature_ptr, o_ptr, flgs);
3319 int bonus_to_h = o_ptr->to_h;
3320 if (creature_ptr->pclass == CLASS_NINJA) {
3321 if (o_ptr->to_h > 0)
3322 bonus_to_h = (o_ptr->to_h + 1) / 2;
3324 to_hit += (s16b)bonus_to_h;
3327 if (is_blessed(creature_ptr)) {
3331 if (is_hero(creature_ptr)) {
3335 if (is_shero(creature_ptr)) {
3339 if (creature_ptr->stun > 50) {
3341 } else if (creature_ptr->stun) {
3345 to_hit += ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
3346 to_hit += ((int)(adj_str_th[creature_ptr->stat_ind[A_STR]]) - 128);
3351 static DICE_NUMBER calc_to_weapon_dice_num(player_type *creature_ptr, INVENTORY_IDX slot)
3353 object_type *o_ptr = &creature_ptr->inventory_list[slot];
3356 if (creature_ptr->riding) {
3358 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE))) {
3366 static DICE_NUMBER calc_to_weapon_dice_side(player_type *creature_ptr, INVENTORY_IDX slot)
3368 (void)creature_ptr; // unused
3369 (void)slot; // unused
3374 * @brief プレイヤーの所持重量制限を計算する /
3375 * Computes current weight limit.
3378 WEIGHT calc_weight_limit(player_type *creature_ptr)
3380 WEIGHT i = (WEIGHT)adj_str_wgt[creature_ptr->stat_ind[A_STR]] * 50;
3381 if (creature_ptr->pclass == CLASS_BERSERKER)
3387 * @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 /
3388 * @param i 判定する手のID(右手:INVEN_RARM 左手:INVEN_LARM)
3389 * @return 持っているならばTRUE
3391 bool has_melee_weapon(player_type *creature_ptr, int slot)
3393 return ((creature_ptr->inventory_list[slot].k_idx) && object_is_melee_weapon(&creature_ptr->inventory_list[slot]));
3397 * @brief プレイヤーの現在開いている手の状態を返す
3398 * @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。
3399 * @return 開いている手のビットフラグ
3401 BIT_FLAGS16 empty_hands(player_type *creature_ptr, bool riding_control)
3403 BIT_FLAGS16 status = EMPTY_HAND_NONE;
3404 if (!creature_ptr->inventory_list[INVEN_RARM].k_idx)
3405 status |= EMPTY_HAND_RARM;
3406 if (!creature_ptr->inventory_list[INVEN_LARM].k_idx)
3407 status |= EMPTY_HAND_LARM;
3409 if (riding_control && (status != EMPTY_HAND_NONE) && creature_ptr->riding && !(creature_ptr->pet_extra_flags & PF_TWO_HANDS)) {
3410 if (status & EMPTY_HAND_LARM)
3411 status &= ~(EMPTY_HAND_LARM);
3412 else if (status & EMPTY_HAND_RARM)
3413 status &= ~(EMPTY_HAND_RARM);
3420 * @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。
3421 * @return ペナルティが適用されるならばTRUE。
3423 bool heavy_armor(player_type *creature_ptr)
3425 if ((creature_ptr->pclass != CLASS_MONK) && (creature_ptr->pclass != CLASS_FORCETRAINER) && (creature_ptr->pclass != CLASS_NINJA))
3428 WEIGHT monk_arm_wgt = 0;
3429 if (creature_ptr->inventory_list[INVEN_RARM].tval > TV_SWORD)
3430 monk_arm_wgt += creature_ptr->inventory_list[INVEN_RARM].weight;
3431 if (creature_ptr->inventory_list[INVEN_LARM].tval > TV_SWORD)
3432 monk_arm_wgt += creature_ptr->inventory_list[INVEN_LARM].weight;
3433 monk_arm_wgt += creature_ptr->inventory_list[INVEN_BODY].weight;
3434 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HEAD].weight;
3435 monk_arm_wgt += creature_ptr->inventory_list[INVEN_OUTER].weight;
3436 monk_arm_wgt += creature_ptr->inventory_list[INVEN_HANDS].weight;
3437 monk_arm_wgt += creature_ptr->inventory_list[INVEN_FEET].weight;
3439 return (monk_arm_wgt > (100 + (creature_ptr->lev * 4)));
3443 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
3445 * @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。
3447 void update_creature(player_type *creature_ptr)
3449 if (!creature_ptr->update)
3452 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3453 if (creature_ptr->update & (PU_AUTODESTROY)) {
3454 creature_ptr->update &= ~(PU_AUTODESTROY);
3455 autopick_delayed_alter(creature_ptr);
3458 if (creature_ptr->update & (PU_COMBINE)) {
3459 creature_ptr->update &= ~(PU_COMBINE);
3460 combine_pack(creature_ptr);
3463 if (creature_ptr->update & (PU_REORDER)) {
3464 creature_ptr->update &= ~(PU_REORDER);
3465 reorder_pack(creature_ptr);
3468 if (creature_ptr->update & (PU_BONUS)) {
3469 creature_ptr->update &= ~(PU_BONUS);
3470 calc_alignment(creature_ptr);
3471 calc_bonuses(creature_ptr);
3474 if (creature_ptr->update & (PU_TORCH)) {
3475 creature_ptr->update &= ~(PU_TORCH);
3476 calc_lite_radius(creature_ptr);
3479 if (creature_ptr->update & (PU_HP)) {
3480 creature_ptr->update &= ~(PU_HP);
3481 calc_hitpoints(creature_ptr);
3484 if (creature_ptr->update & (PU_MANA)) {
3485 creature_ptr->update &= ~(PU_MANA);
3486 calc_mana(creature_ptr);
3489 if (creature_ptr->update & (PU_SPELLS)) {
3490 creature_ptr->update &= ~(PU_SPELLS);
3491 calc_spells(creature_ptr);
3494 if (!current_world_ptr->character_generated)
3496 if (current_world_ptr->character_icky)
3498 if (creature_ptr->update & (PU_UN_LITE)) {
3499 creature_ptr->update &= ~(PU_UN_LITE);
3500 forget_lite(floor_ptr);
3503 if (creature_ptr->update & (PU_UN_VIEW)) {
3504 creature_ptr->update &= ~(PU_UN_VIEW);
3505 forget_view(floor_ptr);
3508 if (creature_ptr->update & (PU_VIEW)) {
3509 creature_ptr->update &= ~(PU_VIEW);
3510 update_view(creature_ptr);
3513 if (creature_ptr->update & (PU_LITE)) {
3514 creature_ptr->update &= ~(PU_LITE);
3515 update_lite(creature_ptr);
3518 if (creature_ptr->update & (PU_FLOW)) {
3519 creature_ptr->update &= ~(PU_FLOW);
3520 update_flow(creature_ptr);
3523 if (creature_ptr->update & (PU_DISTANCE)) {
3524 creature_ptr->update &= ~(PU_DISTANCE);
3526 update_monsters(creature_ptr, TRUE);
3529 if (creature_ptr->update & (PU_MON_LITE)) {
3530 creature_ptr->update &= ~(PU_MON_LITE);
3531 update_mon_lite(creature_ptr);
3534 if (creature_ptr->update & (PU_DELAY_VIS)) {
3535 creature_ptr->update &= ~(PU_DELAY_VIS);
3536 delayed_visual_update(creature_ptr);
3539 if (creature_ptr->update & (PU_MONSTERS)) {
3540 creature_ptr->update &= ~(PU_MONSTERS);
3541 update_monsters(creature_ptr, FALSE);
3546 * @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
3547 * @return 魔道書を一冊も持っていないならTRUEを返す
3549 bool player_has_no_spellbooks(player_type *creature_ptr)
3552 for (int i = 0; i < INVEN_PACK; i++) {
3553 o_ptr = &creature_ptr->inventory_list[i];
3554 if (o_ptr->k_idx && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3558 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3559 for (int i = floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; i; i = o_ptr->next_o_idx) {
3560 o_ptr = &floor_ptr->o_list[i];
3561 if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(creature_ptr, o_ptr->tval, o_ptr->sval))
3568 void take_turn(player_type *creature_ptr, PERCENTAGE need_cost) { creature_ptr->energy_use = (ENERGY)need_cost; }
3570 void free_turn(player_type *creature_ptr) { creature_ptr->energy_use = 0; }
3573 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
3576 * @return 配置に成功したらTRUE
3578 bool player_place(player_type *creature_ptr, POSITION y, POSITION x)
3580 if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
3583 /* Save player location */
3584 creature_ptr->y = y;
3585 creature_ptr->x = x;
3590 * @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
3593 void wreck_the_pattern(player_type *creature_ptr)
3595 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3596 int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
3597 if (pattern_type == PATTERN_TILE_WRECKED)
3600 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
3601 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
3603 if (!is_invuln(creature_ptr))
3604 take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
3606 int to_ruin = randint1(45) + 35;
3609 scatter(creature_ptr, &r_y, &r_x, creature_ptr->y, creature_ptr->x, 4, PROJECT_NONE);
3611 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
3612 cave_set_feat(creature_ptr, r_y, r_x, feat_pattern_corrupted);
3616 cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_corrupted);
3620 * @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 /
3621 * Advance experience levels and print experience
3624 void check_experience(player_type *creature_ptr)
3626 if (creature_ptr->exp < 0)
3627 creature_ptr->exp = 0;
3628 if (creature_ptr->max_exp < 0)
3629 creature_ptr->max_exp = 0;
3630 if (creature_ptr->max_max_exp < 0)
3631 creature_ptr->max_max_exp = 0;
3633 if (creature_ptr->exp > PY_MAX_EXP)
3634 creature_ptr->exp = PY_MAX_EXP;
3635 if (creature_ptr->max_exp > PY_MAX_EXP)
3636 creature_ptr->max_exp = PY_MAX_EXP;
3637 if (creature_ptr->max_max_exp > PY_MAX_EXP)
3638 creature_ptr->max_max_exp = PY_MAX_EXP;
3640 if (creature_ptr->exp > creature_ptr->max_exp)
3641 creature_ptr->max_exp = creature_ptr->exp;
3642 if (creature_ptr->max_exp > creature_ptr->max_max_exp)
3643 creature_ptr->max_max_exp = creature_ptr->max_exp;
3645 creature_ptr->redraw |= (PR_EXP);
3646 handle_stuff(creature_ptr);
3648 bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
3649 PLAYER_LEVEL old_lev = creature_ptr->lev;
3650 while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
3651 creature_ptr->lev--;
3652 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3653 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3654 creature_ptr->window |= (PW_PLAYER);
3655 handle_stuff(creature_ptr);
3658 bool level_reward = FALSE;
3659 bool level_mutation = FALSE;
3660 bool level_inc_stat = FALSE;
3661 while ((creature_ptr->lev < PY_MAX_LEVEL)
3662 && (creature_ptr->exp >= ((android ? player_exp_a : player_exp)[creature_ptr->lev - 1] * creature_ptr->expfact / 100L))) {
3663 creature_ptr->lev++;
3664 if (creature_ptr->lev > creature_ptr->max_plv) {
3665 creature_ptr->max_plv = creature_ptr->lev;
3667 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT)) {
3668 level_reward = TRUE;
3670 if (creature_ptr->prace == RACE_BEASTMAN) {
3672 level_mutation = TRUE;
3674 level_inc_stat = TRUE;
3676 exe_write_diary(creature_ptr, DIARY_LEVELUP, creature_ptr->lev, NULL);
3680 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), creature_ptr->lev);
3681 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3682 creature_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
3683 creature_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
3684 creature_ptr->level_up_message = TRUE;
3685 handle_stuff(creature_ptr);
3687 creature_ptr->level_up_message = FALSE;
3688 if (level_inc_stat) {
3689 if (!(creature_ptr->max_plv % 10)) {
3696 cnv_stat(creature_ptr->stat_max[0], tmp);
3697 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
3698 cnv_stat(creature_ptr->stat_max[1], tmp);
3699 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
3700 cnv_stat(creature_ptr->stat_max[2], tmp);
3701 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
3702 cnv_stat(creature_ptr->stat_max[3], tmp);
3703 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
3704 cnv_stat(creature_ptr->stat_max[4], tmp);
3705 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
3706 cnv_stat(creature_ptr->stat_max[5], tmp);
3707 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
3710 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
3714 if ((choice >= 'a') && (choice <= 'f'))
3717 for (n = 0; n < A_MAX; n++)
3718 if (n != choice - 'a')
3720 if (get_check(_("よろしいですか?", "Are you sure? ")))
3723 do_inc_stat(creature_ptr, choice - 'a');
3725 } else if (!(creature_ptr->max_plv % 2))
3726 do_inc_stat(creature_ptr, randint0(6));
3729 if (level_mutation) {
3730 msg_print(_("あなたは変わった気がする...", "You feel different..."));
3731 (void)gain_mutation(creature_ptr, 0);
3732 level_mutation = FALSE;
3736 * 報酬でレベルが上ると再帰的に check_experience(creature_ptr) が
3740 gain_level_reward(creature_ptr, 0);
3741 level_reward = FALSE;
3744 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
3745 creature_ptr->redraw |= (PR_LEV | PR_TITLE);
3746 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
3747 handle_stuff(creature_ptr);
3750 if (old_lev != creature_ptr->lev)
3751 autopick_load_pref(creature_ptr, FALSE);
3755 * @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
3757 * @param out_val 出力先文字列ポインタ
3760 void cnv_stat(int val, char *out_val)
3763 sprintf(out_val, " %2d", val);
3767 int bonus = (val - 18);
3769 sprintf(out_val, "18/%3s", "***");
3770 } else if (bonus >= 100) {
3771 sprintf(out_val, "18/%03d", bonus);
3773 sprintf(out_val, " 18/%02d", bonus);
3778 * @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。
3779 * Modify a stat value by a "modifier", return new value
3781 * @param amount 加減算値
3785 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
3786 * Or even: 18/13, 18/23, 18/33, ..., 18/220
3787 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
3788 * Or even: 18/13, 18/03, 18, 17, ..., 3
3791 s16b modify_stat_value(int value, int amount)
3794 for (int i = 0; i < amount; i++) {
3800 } else if (amount < 0) {
3801 for (int i = 0; i < (0 - amount); i++) {
3802 if (value >= 18 + 10)
3804 else if (value > 18)
3816 * Hack -- Calculates the total number of points earned -JWT-
3820 long calc_score(player_type *creature_ptr)
3822 int arena_win = MIN(creature_ptr->arena_number, MAX_ARENA_MONS);
3835 if (ironman_small_levels)
3837 if (ironman_empty_levels)
3843 if (ironman_nightmare)
3850 for (int i = 0; i < current_world_ptr->max_d_idx; i++)
3851 if (max_dlv[i] > max_dl)
3852 max_dl = max_dlv[i];
3854 u32b point_l = (creature_ptr->max_max_exp + (100 * max_dl));
3855 u32b point_h = point_l / 0x10000L;
3856 point_l = point_l % 0x10000L;
3859 point_h += point_l / 0x10000L;
3860 point_l %= 0x10000L;
3862 point_l += ((point_h % 100) << 16);
3866 u32b point = (point_h << 16) + (point_l);
3867 if (creature_ptr->arena_number >= 0)
3868 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
3870 if (ironman_downward)
3872 if (creature_ptr->pclass == CLASS_BERSERKER) {
3873 if (creature_ptr->prace == RACE_SPECTRE)
3877 if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point) {
3879 if (current_world_ptr->total_winner)
3884 point = (0 - point);
3890 * @param creature_ptr プレーヤーへの参照ポインタ
3891 * @return 祝福状態ならばTRUE
3893 bool is_blessed(player_type *creature_ptr)
3895 return creature_ptr->blessed || music_singing(creature_ptr, MUSIC_BLESS) || hex_spelling(creature_ptr, HEX_BLESS);
3898 bool is_tim_esp(player_type *creature_ptr)
3900 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3903 bool is_tim_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3905 bool is_time_limit_esp(player_type *creature_ptr)
3907 return creature_ptr->tim_esp || music_singing(creature_ptr, MUSIC_MIND) || (creature_ptr->concent >= CONCENT_TELE_THRESHOLD);
3910 bool is_time_limit_stealth(player_type *creature_ptr) { return creature_ptr->tim_stealth || music_singing(creature_ptr, MUSIC_STEALTH); }
3912 bool can_two_hands_wielding(player_type *creature_ptr) { return !creature_ptr->riding || (creature_ptr->pet_extra_flags & PF_TWO_HANDS); }
3915 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
3918 void stop_singing(player_type *creature_ptr)
3920 if (creature_ptr->pclass != CLASS_BARD)
3923 /* Are there interupted song? */
3924 if (INTERUPTING_SONG_EFFECT(creature_ptr)) {
3925 /* Forget interupted song */
3926 INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3930 /* The player is singing? */
3931 if (!SINGING_SONG_EFFECT(creature_ptr))
3934 /* Hack -- if called from set_action(), avoid recursive loop */
3935 if (creature_ptr->action == ACTION_SING)
3936 set_action(creature_ptr, ACTION_NONE);
3938 /* Message text of each song or etc. */
3939 exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
3941 SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
3942 SINGING_SONG_ID(creature_ptr) = 0;
3943 creature_ptr->update |= (PU_BONUS);
3944 creature_ptr->redraw |= (PR_STATUS);
3948 * @brief 口を使う継続的な処理を中断する
3949 * @param caster_ptr プレーヤーへの参照ポインタ
3952 void stop_mouth(player_type *caster_ptr)
3954 if (music_singing_any(caster_ptr))
3955 stop_singing(caster_ptr);
3956 if (hex_spelling_any(caster_ptr))
3957 stop_hex_spell_all(caster_ptr);
3961 * @brief ペットの維持コスト計算
3964 PERCENTAGE calculate_upkeep(player_type *creature_ptr)
3967 bool has_a_unique = FALSE;
3968 DEPTH total_friend_levels = 0;
3972 for (m_idx = creature_ptr->current_floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
3973 monster_type *m_ptr;
3974 monster_race *r_ptr;
3976 m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
3977 if (!monster_is_valid(m_ptr))
3979 r_ptr = &r_info[m_ptr->r_idx];
3981 if (is_pet(m_ptr)) {
3983 if (r_ptr->flags1 & RF1_UNIQUE) {
3984 if (creature_ptr->pclass == CLASS_CAVALRY) {
3985 if (creature_ptr->riding == m_idx)
3986 total_friend_levels += (r_ptr->level + 5) * 2;
3987 else if (!has_a_unique && (r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
3988 total_friend_levels += (r_ptr->level + 5) * 7 / 2;
3990 total_friend_levels += (r_ptr->level + 5) * 10;
3991 has_a_unique = TRUE;
3993 total_friend_levels += (r_ptr->level + 5) * 10;
3995 total_friend_levels += r_ptr->level;
3999 if (total_friends) {
4001 upkeep_factor = (total_friend_levels - (creature_ptr->lev * 80 / (cp_ptr->pet_upkeep_div)));
4002 if (upkeep_factor < 0)
4004 if (upkeep_factor > 1000)
4005 upkeep_factor = 1000;
4006 return upkeep_factor;
4011 bool music_singing(player_type *caster_ptr, int music_songs) { return (caster_ptr->pclass == CLASS_BARD) && (caster_ptr->magic_num1[0] == music_songs); }
4013 bool is_fast(player_type *creature_ptr) { return creature_ptr->fast || music_singing(creature_ptr, MUSIC_SPEED) || music_singing(creature_ptr, MUSIC_SHERO); }
4015 bool is_invuln(player_type *creature_ptr) { return creature_ptr->invuln || music_singing(creature_ptr, MUSIC_INVULN); }
4017 bool is_hero(player_type *creature_ptr) { return creature_ptr->hero || music_singing(creature_ptr, MUSIC_HERO) || music_singing(creature_ptr, MUSIC_SHERO); }
4019 bool is_shero(player_type *creature_ptr) { return creature_ptr->shero || creature_ptr->pclass == CLASS_BERSERKER; }
4021 bool is_echizen(player_type *creature_ptr)
4023 return (creature_ptr->pseikaku == PERSONALITY_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
4026 int calc_weapon_weight_limit(player_type *creature_ptr)
4028 int weight = adj_str_hold[creature_ptr->stat_ind[A_STR]];
4030 if (has_two_handed_weapons(creature_ptr))
4036 static int get_default_hand(player_type *creature_ptr)
4038 int default_hand = 0;
4040 if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
4041 if (!has_right_hand_weapon(creature_ptr))
4045 if (can_two_hands_wielding(creature_ptr)) {
4046 if (has_right_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM)
4047 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_RARM])) {
4048 } else if (has_left_hand_weapon(creature_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM)
4049 && object_allow_two_hands_wielding(&creature_ptr->inventory_list[INVEN_LARM])) {
4055 return default_hand;