1 #include "player/player-status-flags.h"
2 #include "artifact/fixed-art-types.h"
3 #include "inventory/inventory-slot-types.h"
4 #include "mind/mind-elementalist.h"
5 #include "monster-race/monster-race.h"
6 #include "monster-race/race-flags2.h"
7 #include "monster-race/race-flags7.h"
8 #include "mutation/mutation-flag-types.h"
9 #include "object-enchant/object-ego.h"
10 #include "object-enchant/tr-types.h"
11 #include "object-enchant/trc-types.h"
12 #include "object-hook/hook-weapon.h"
13 #include "object/object-flags.h"
14 #include "player-ability/player-charisma.h"
15 #include "player-ability/player-constitution.h"
16 #include "player-ability/player-dexterity.h"
17 #include "player-ability/player-intelligence.h"
18 #include "player-ability/player-strength.h"
19 #include "player-ability/player-wisdom.h"
20 #include "player-base/player-class.h"
21 #include "player-base/player-race.h"
22 #include "player-info/class-info.h"
23 #include "player-info/equipment-info.h"
24 #include "player-info/mimic-info-table.h"
25 #include "player-status/player-basic-statistics.h"
26 #include "player-status/player-hand-types.h"
27 #include "player-status/player-infravision.h"
28 #include "player-status/player-speed.h"
29 #include "player-status/player-stealth.h"
30 #include "player/attack-defense-types.h"
31 #include "player/digestion-processor.h"
32 #include "player/player-skill.h"
33 #include "player/player-status.h"
34 #include "player/race-info-table.h"
35 #include "player/special-defense-types.h"
36 #include "realm/realm-hex-numbers.h"
37 #include "realm/realm-song-numbers.h"
38 #include "realm/realm-types.h"
39 #include "spell-realm/spells-hex.h"
40 #include "spell-realm/spells-song.h"
41 #include "sv-definition/sv-weapon-types.h"
42 #include "system/floor-type-definition.h"
43 #include "system/grid-type-definition.h"
44 #include "system/monster-race-definition.h"
45 #include "system/monster-type-definition.h"
46 #include "system/object-type-definition.h"
47 #include "system/player-type-definition.h"
48 #include "timed-effect/player-blindness.h"
49 #include "timed-effect/timed-effects.h"
50 #include "util/bit-flags-calculator.h"
51 #include "util/quarks.h"
52 #include "util/string-processor.h"
57 * @brief 指定した特性フラグが得られている要因となる flag_cause 型のうち以下の基本的な物のフラグ集合を取得する
58 * 装備品のアイテムスロット / 種族上の体得 / 職業上の体得
59 * @param tr_flag 特性フラグ
60 * @return tr_flag が得られる要因となるフラグの集合
62 BIT_FLAGS common_cause_flags(PlayerType *player_ptr, tr_type tr_flag)
64 BIT_FLAGS result = check_equipment_flags(player_ptr, tr_flag);
66 if (PlayerRace(player_ptr).tr_flags().has(tr_flag)) {
67 set_bits(result, FLAG_CAUSE_RACE);
70 if (PlayerClass(player_ptr).tr_flags().has(tr_flag)) {
71 set_bits(result, FLAG_CAUSE_CLASS);
74 if (PlayerClass(player_ptr).stance_tr_flags().has(tr_flag)) {
75 set_bits(result, FLAG_CAUSE_STANCE);
86 BIT_FLAGS convert_inventory_slot_type_to_flag_cause(inventory_slot_type inventory_slot)
88 switch (inventory_slot) {
90 return FLAG_CAUSE_INVEN_MAIN_HAND;
92 return FLAG_CAUSE_INVEN_SUB_HAND;
94 return FLAG_CAUSE_INVEN_BOW;
96 return FLAG_CAUSE_INVEN_MAIN_RING;
98 return FLAG_CAUSE_INVEN_SUB_RING;
100 return FLAG_CAUSE_INVEN_NECK;
102 return FLAG_CAUSE_INVEN_LITE;
104 return FLAG_CAUSE_INVEN_BODY;
106 return FLAG_CAUSE_INVEN_OUTER;
108 return FLAG_CAUSE_INVEN_HEAD;
110 return FLAG_CAUSE_INVEN_ARMS;
112 return FLAG_CAUSE_INVEN_FEET;
120 * @brief 装備による所定の特性フラグを得ているかを一括して取得する関数。
122 BIT_FLAGS check_equipment_flags(PlayerType *player_ptr, tr_type tr_flag)
125 BIT_FLAGS result = 0L;
126 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
127 o_ptr = &player_ptr->inventory_list[i];
132 auto flgs = object_flags(o_ptr);
134 if (flgs.has(tr_flag)) {
135 set_bits(result, convert_inventory_slot_type_to_flag_cause(i2enum<inventory_slot_type>(i)));
141 BIT_FLAGS player_flags_brand_pois(PlayerType *player_ptr)
143 BIT_FLAGS result = common_cause_flags(player_ptr, TR_BRAND_POIS);
145 if (player_ptr->special_attack & ATTACK_POIS) {
146 set_bits(result, FLAG_CAUSE_MAGIC_TIME_EFFECT);
152 BIT_FLAGS player_flags_brand_acid(PlayerType *player_ptr)
154 BIT_FLAGS result = common_cause_flags(player_ptr, TR_BRAND_ACID);
156 if (player_ptr->special_attack & ATTACK_ACID) {
157 set_bits(result, FLAG_CAUSE_MAGIC_TIME_EFFECT);
163 BIT_FLAGS player_flags_brand_elec(PlayerType *player_ptr)
165 BIT_FLAGS result = common_cause_flags(player_ptr, TR_BRAND_ELEC);
167 if (player_ptr->special_attack & ATTACK_ELEC) {
168 set_bits(result, FLAG_CAUSE_MAGIC_TIME_EFFECT);
174 BIT_FLAGS player_flags_brand_fire(PlayerType *player_ptr)
176 BIT_FLAGS result = common_cause_flags(player_ptr, TR_BRAND_FIRE);
178 if (player_ptr->special_attack & ATTACK_FIRE) {
179 set_bits(result, FLAG_CAUSE_MAGIC_TIME_EFFECT);
185 BIT_FLAGS player_flags_brand_cold(PlayerType *player_ptr)
187 BIT_FLAGS result = common_cause_flags(player_ptr, TR_BRAND_COLD);
189 if (player_ptr->special_attack & ATTACK_COLD) {
190 set_bits(result, FLAG_CAUSE_MAGIC_TIME_EFFECT);
197 * @brief プレイヤーの所持するフラグのうち、tr_flagに対応するものを返す
198 * @param player_ptr プレイヤーへの参照ポインタ
199 * @param tr_flag 要求する装備フラグ
201 BIT_FLAGS get_player_flags(PlayerType *player_ptr, tr_type tr_flag)
205 return PlayerStrength(player_ptr).get_all_flags();
207 return PlayerIntelligence(player_ptr).get_all_flags();
209 return PlayerWisdom(player_ptr).get_all_flags();
211 return PlayerDexterity(player_ptr).get_all_flags();
213 return PlayerConstitution(player_ptr).get_all_flags();
215 return PlayerCharisma(player_ptr).get_all_flags();
216 case TR_MAGIC_MASTERY:
217 return has_magic_mastery(player_ptr);
218 case TR_FORCE_WEAPON:
219 return check_equipment_flags(player_ptr, tr_flag);
221 return PlayerStealth(player_ptr).get_all_flags();
225 return PlayerInfravision(player_ptr).get_all_flags();
229 return PlayerSpeed(player_ptr).get_all_flags();
244 return check_equipment_flags(player_ptr, tr_flag);
246 return has_earthquake(player_ptr);
248 return player_flags_brand_pois(player_ptr);
250 return player_flags_brand_acid(player_ptr);
252 return player_flags_brand_elec(player_ptr);
254 return player_flags_brand_fire(player_ptr);
256 return player_flags_brand_cold(player_ptr);
259 return has_sustain_str(player_ptr);
261 return has_sustain_int(player_ptr);
263 return has_sustain_wis(player_ptr);
265 return has_sustain_dex(player_ptr);
267 return has_sustain_con(player_ptr);
269 return has_sustain_chr(player_ptr);
271 return check_equipment_flags(player_ptr, tr_flag);
273 return has_easy_spell(player_ptr);
275 return has_immune_acid(player_ptr);
277 return has_immune_elec(player_ptr);
279 return has_immune_fire(player_ptr);
281 return has_immune_cold(player_ptr);
283 return check_equipment_flags(player_ptr, tr_flag);
285 return has_reflect(player_ptr);
287 return has_free_act(player_ptr);
289 return has_hold_exp(player_ptr);
291 return has_resist_acid(player_ptr);
293 return has_resist_elec(player_ptr);
295 return has_resist_fire(player_ptr);
297 return has_resist_cold(player_ptr);
299 return has_resist_pois(player_ptr);
301 return has_resist_fear(player_ptr);
303 return has_resist_lite(player_ptr);
305 return has_resist_dark(player_ptr);
307 return has_resist_blind(player_ptr);
309 return has_resist_conf(player_ptr);
311 return has_resist_sound(player_ptr);
313 return has_resist_shard(player_ptr);
315 return has_resist_neth(player_ptr);
317 return has_resist_nexus(player_ptr);
319 return has_resist_chaos(player_ptr);
321 return has_resist_disen(player_ptr);
323 return has_resist_time(player_ptr);
325 return has_resist_water(player_ptr);
327 return has_resist_curse(player_ptr);
330 return has_sh_fire(player_ptr);
332 return has_sh_elec(player_ptr);
334 return check_equipment_flags(player_ptr, tr_flag);
336 return has_sh_cold(player_ptr);
338 return has_anti_tele(player_ptr);
340 return has_anti_magic(player_ptr);
342 return has_dec_mana(player_ptr);
344 return check_equipment_flags(player_ptr, tr_flag);
346 return has_warning(player_ptr);
350 return check_equipment_flags(player_ptr, tr_flag);
352 return has_levitation(player_ptr);
354 return has_lite(player_ptr);
356 return has_see_inv(player_ptr);
358 return has_esp_telepathy(player_ptr);
360 return has_slow_digest(player_ptr);
362 return has_regenerate(player_ptr);
364 return has_xtra_might(player_ptr);
373 return check_equipment_flags(player_ptr, tr_flag);
377 return has_bless_blade(player_ptr);
389 return check_equipment_flags(player_ptr, tr_flag);
391 return has_esp_animal(player_ptr);
393 return has_esp_undead(player_ptr);
395 return has_esp_demon(player_ptr);
397 return has_esp_orc(player_ptr);
399 return has_esp_troll(player_ptr);
401 return has_esp_giant(player_ptr);
403 return has_esp_dragon(player_ptr);
405 return has_esp_human(player_ptr);
407 return has_esp_evil(player_ptr);
409 return has_esp_good(player_ptr);
410 case TR_ESP_NONLIVING:
411 return has_esp_nonliving(player_ptr);
413 return has_esp_unique(player_ptr);
415 case TR_FIXED_FLAVOR:
436 return check_equipment_flags(player_ptr, tr_flag);
437 case TR_MIGHTY_THROW:
438 return has_mighty_throw(player_ptr);
439 case TR_EASY2_WEAPON:
440 return has_easy2_weapon(player_ptr);
442 return has_down_saving(player_ptr);
444 return has_no_ac(player_ptr);
446 return has_heavy_spell(player_ptr);
447 case TR_INVULN_ARROW:
448 return has_invuln_arrow(player_ptr);
453 return check_equipment_flags(player_ptr, tr_flag);
455 return has_impact(player_ptr);
457 return has_vuln_acid(player_ptr);
459 return has_vuln_cold(player_ptr);
461 return has_vuln_elec(player_ptr);
463 return has_vuln_fire(player_ptr);
465 return has_vuln_lite(player_ptr);
467 return has_immune_dark(player_ptr);
471 case TR_PERSISTENT_CURSE:
472 return check_equipment_flags(player_ptr, tr_flag);
474 return has_vuln_curse(player_ptr);
483 * @brief プレイヤーが壁破壊進行を持っているかを返す。
485 bool has_kill_wall(PlayerType *player_ptr)
487 if (player_ptr->mimic_form == MimicKindType::DEMON_LORD || music_singing(player_ptr, MUSIC_WALL)) {
491 if (player_ptr->riding) {
492 monster_type *riding_m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
493 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
494 if (riding_r_ptr->feature_flags.has(MonsterFeatureType::KILL_WALL)) {
503 * @brief プレイヤーが壁通過を持っているかを返す。
504 * @param player_ptr プレイヤーへの参照ポインタ
507 * * 時限で幽体化、壁抜けをもつか種族幽霊ならばひとまずTRUE。
508 * * 但し騎乗中は乗騎が壁抜けを持っていなければ不能になる。
510 bool has_pass_wall(PlayerType *player_ptr)
514 if (player_ptr->wraith_form || player_ptr->tim_pass_wall || PlayerRace(player_ptr).equals(PlayerRaceType::SPECTRE)) {
518 if (player_ptr->riding) {
519 monster_type *riding_m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
520 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
521 if (riding_r_ptr->feature_flags.has_not(MonsterFeatureType::PASS_WALL)) {
530 * @brief プレイヤーが強力射を持っているかを返す。
531 * @param player_ptr プレイヤーへの参照ポインタ
532 * @return 持っていたら所持前提ビットフラグを返す。
534 BIT_FLAGS has_xtra_might(PlayerType *player_ptr)
536 return common_cause_flags(player_ptr, TR_XTRA_MIGHT);
540 * @brief プレイヤーが邪悪感知を持っているかを返す。
541 * @param player_ptr プレイヤーへの参照ポインタ
542 * @return 持っていたら所持前提ビットフラグを返す。
544 BIT_FLAGS has_esp_evil(PlayerType *player_ptr)
546 BIT_FLAGS result = common_cause_flags(player_ptr, TR_ESP_EVIL);
547 if (player_ptr->realm1 == REALM_HEX) {
548 if (SpellHex(player_ptr).is_spelling_specific(HEX_DETECT_EVIL)) {
549 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
556 * @brief プレイヤーが自然界の動物感知を持っているかを返す。
557 * @param player_ptr プレイヤーへの参照ポインタ
558 * @return 持っていたら所持前提ビットフラグを返す。
560 BIT_FLAGS has_esp_animal(PlayerType *player_ptr)
562 return common_cause_flags(player_ptr, TR_ESP_ANIMAL);
566 * @brief プレイヤーがアンデッド感知を持っているかを返す。
567 * @param player_ptr プレイヤーへの参照ポインタ
568 * @return 持っていたら所持前提ビットフラグを返す。
570 BIT_FLAGS has_esp_undead(PlayerType *player_ptr)
572 return common_cause_flags(player_ptr, TR_ESP_UNDEAD);
576 * @brief プレイヤーが悪魔感知を持っているかを返す。
577 * @param player_ptr プレイヤーへの参照ポインタ
578 * @return 持っていたら所持前提ビットフラグを返す。
580 BIT_FLAGS has_esp_demon(PlayerType *player_ptr)
582 return common_cause_flags(player_ptr, TR_ESP_DEMON);
586 * @brief プレイヤーがオーク感知を持っているかを返す。
587 * @param player_ptr プレイヤーへの参照ポインタ
588 * @return 持っていたら所持前提ビットフラグを返す。
590 BIT_FLAGS has_esp_orc(PlayerType *player_ptr)
592 return common_cause_flags(player_ptr, TR_ESP_ORC);
596 * @brief プレイヤーがトロル感知を持っているかを返す。
597 * @param player_ptr プレイヤーへの参照ポインタ
598 * @return 持っていたら所持前提ビットフラグを返す。
600 BIT_FLAGS has_esp_troll(PlayerType *player_ptr)
602 return common_cause_flags(player_ptr, TR_ESP_TROLL);
606 * @brief プレイヤーが巨人感知を持っているかを返す。
607 * @param player_ptr プレイヤーへの参照ポインタ
608 * @return 持っていたら所持前提ビットフラグを返す。
610 BIT_FLAGS has_esp_giant(PlayerType *player_ptr)
612 return common_cause_flags(player_ptr, TR_ESP_GIANT);
616 * @brief プレイヤーがドラゴン感知を持っているかを返す。
617 * @param player_ptr プレイヤーへの参照ポインタ
618 * @return 持っていたら所持前提ビットフラグを返す。
620 BIT_FLAGS has_esp_dragon(PlayerType *player_ptr)
622 return common_cause_flags(player_ptr, TR_ESP_DRAGON);
626 * @brief プレイヤーが人間感知を持っているかを返す。
627 * @param player_ptr プレイヤーへの参照ポインタ
628 * @return 持っていたら所持前提ビットフラグを返す。
630 BIT_FLAGS has_esp_human(PlayerType *player_ptr)
632 return common_cause_flags(player_ptr, TR_ESP_HUMAN);
636 * @brief プレイヤーが善良感知を持っているかを返す。
637 * @param player_ptr プレイヤーへの参照ポインタ
638 * @return 持っていたら所持前提ビットフラグを返す。
640 BIT_FLAGS has_esp_good(PlayerType *player_ptr)
642 return common_cause_flags(player_ptr, TR_ESP_GOOD);
646 * @brief プレイヤーが無生物感知を持っているかを返す。
647 * @param player_ptr プレイヤーへの参照ポインタ
648 * @return 持っていたら所持前提ビットフラグを返す。
650 BIT_FLAGS has_esp_nonliving(PlayerType *player_ptr)
652 return common_cause_flags(player_ptr, TR_ESP_NONLIVING);
656 * @brief プレイヤーがユニーク感知を持っているかを返す。
657 * @param player_ptr プレイヤーへの参照ポインタ
658 * @return 持っていたら所持前提ビットフラグを返す。
660 BIT_FLAGS has_esp_unique(PlayerType *player_ptr)
662 return common_cause_flags(player_ptr, TR_ESP_UNIQUE);
666 * @brief プレイヤーがテレパシーを持っているかを返す。
667 * @param player_ptr プレイヤーへの参照ポインタ
668 * @return 持っていたら所持前提ビットフラグを返す。
670 BIT_FLAGS has_esp_telepathy(PlayerType *player_ptr)
672 BIT_FLAGS result = common_cause_flags(player_ptr, TR_TELEPATHY);
674 if (is_time_limit_esp(player_ptr) || player_ptr->ult_res) {
675 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
678 if (player_ptr->muta.has(PlayerMutationType::ESP)) {
679 result |= FLAG_CAUSE_MUTATION;
685 BIT_FLAGS has_bless_blade(PlayerType *player_ptr)
687 return common_cause_flags(player_ptr, TR_BLESSED);
690 BIT_FLAGS has_easy2_weapon(PlayerType *player_ptr)
692 return common_cause_flags(player_ptr, TR_EASY2_WEAPON);
695 BIT_FLAGS has_down_saving(PlayerType *player_ptr)
697 return common_cause_flags(player_ptr, TR_DOWN_SAVING);
700 BIT_FLAGS has_no_ac(PlayerType *player_ptr)
702 return common_cause_flags(player_ptr, TR_NO_AC);
705 BIT_FLAGS has_invuln_arrow(PlayerType *player_ptr)
707 if (player_ptr->effects()->blindness()->is_blind()) {
711 return common_cause_flags(player_ptr, TR_INVULN_ARROW);
714 void check_no_flowed(PlayerType *player_ptr)
717 bool has_sw = false, has_kabe = false;
719 player_ptr->no_flowed = false;
721 if (has_pass_wall(player_ptr) && !has_kill_wall(player_ptr)) {
722 player_ptr->no_flowed = true;
726 if (!player_ptr->realm1) {
727 player_ptr->no_flowed = false;
731 for (int i = 0; i < INVEN_PACK; i++) {
732 if ((player_ptr->inventory_list[i].tval == ItemKindType::NATURE_BOOK) && (player_ptr->inventory_list[i].sval == 2)) {
735 if ((player_ptr->inventory_list[i].tval == ItemKindType::CRAFT_BOOK) && (player_ptr->inventory_list[i].sval == 2)) {
740 for (const auto this_o_idx : player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
741 o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
743 if ((o_ptr->tval == ItemKindType::NATURE_BOOK) && (o_ptr->sval == 2)) {
746 if ((o_ptr->tval == ItemKindType::CRAFT_BOOK) && (o_ptr->sval == 2)) {
751 PlayerClass pc(player_ptr);
752 if (has_sw && ((player_ptr->realm1 == REALM_NATURE) || (player_ptr->realm2 == REALM_NATURE) || pc.equals(PlayerClassType::SORCERER))) {
753 const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE - 1][SPELL_SW];
754 if (player_ptr->lev >= s_ptr->slevel) {
755 player_ptr->no_flowed = true;
759 if (has_kabe && ((player_ptr->realm1 == REALM_CRAFT) || (player_ptr->realm2 == REALM_CRAFT) || pc.equals(PlayerClassType::SORCERER))) {
760 const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT - 1][SPELL_WALL];
761 if (player_ptr->lev >= s_ptr->slevel) {
762 player_ptr->no_flowed = true;
767 BIT_FLAGS has_mighty_throw(PlayerType *player_ptr)
769 return common_cause_flags(player_ptr, TR_MIGHTY_THROW);
772 BIT_FLAGS has_dec_mana(PlayerType *player_ptr)
774 return common_cause_flags(player_ptr, TR_DEC_MANA);
777 BIT_FLAGS has_reflect(PlayerType *player_ptr)
779 BIT_FLAGS result = common_cause_flags(player_ptr, TR_REFLECT);
781 if (player_ptr->ult_res || player_ptr->wraith_form || player_ptr->magicdef || player_ptr->tim_reflect) {
782 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
788 BIT_FLAGS has_see_nocto(PlayerType *player_ptr)
790 return PlayerClass(player_ptr).equals(PlayerClassType::NINJA) ? FLAG_CAUSE_CLASS : FLAG_CAUSE_NONE;
793 BIT_FLAGS has_warning(PlayerType *player_ptr)
795 BIT_FLAGS result = 0L;
798 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
799 o_ptr = &player_ptr->inventory_list[i];
804 auto flgs = object_flags(o_ptr);
806 if (flgs.has(TR_WARNING)) {
807 if (!o_ptr->inscription || !(angband_strchr(quark_str(o_ptr->inscription), '$'))) {
808 set_bits(result, convert_inventory_slot_type_to_flag_cause(i2enum<inventory_slot_type>(i)));
815 BIT_FLAGS has_anti_magic(PlayerType *player_ptr)
817 return common_cause_flags(player_ptr, TR_NO_MAGIC);
820 BIT_FLAGS has_anti_tele(PlayerType *player_ptr)
822 return common_cause_flags(player_ptr, TR_NO_TELE);
825 BIT_FLAGS has_sh_fire(PlayerType *player_ptr)
827 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SH_FIRE);
829 if (player_ptr->muta.has(PlayerMutationType::FIRE_BODY)) {
830 result |= FLAG_CAUSE_MUTATION;
833 if (SpellHex(player_ptr).is_spelling_specific(HEX_DEMON_AURA) || player_ptr->ult_res || player_ptr->tim_sh_fire) {
834 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
840 BIT_FLAGS has_sh_elec(PlayerType *player_ptr)
842 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SH_ELEC);
844 if (player_ptr->muta.has(PlayerMutationType::ELEC_TOUC)) {
845 result |= FLAG_CAUSE_MUTATION;
848 if (SpellHex(player_ptr).is_spelling_specific(HEX_SHOCK_CLOAK) || player_ptr->ult_res) {
849 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
855 BIT_FLAGS has_sh_cold(PlayerType *player_ptr)
857 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SH_COLD);
859 if (player_ptr->ult_res || SpellHex(player_ptr).is_spelling_specific(HEX_ICE_ARMOR)) {
860 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
866 BIT_FLAGS has_easy_spell(PlayerType *player_ptr)
868 return common_cause_flags(player_ptr, TR_EASY_SPELL);
871 BIT_FLAGS has_heavy_spell(PlayerType *player_ptr)
873 return common_cause_flags(player_ptr, TR_HEAVY_SPELL);
876 BIT_FLAGS has_hold_exp(PlayerType *player_ptr)
878 BIT_FLAGS result = common_cause_flags(player_ptr, TR_HOLD_EXP);
880 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
881 result |= FLAG_CAUSE_PERSONALITY;
884 if (player_ptr->ult_res) {
885 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
891 BIT_FLAGS has_see_inv(PlayerType *player_ptr)
893 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SEE_INVIS);
895 if (player_ptr->ult_res || player_ptr->tim_invis) {
896 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
902 BIT_FLAGS has_magic_mastery(PlayerType *player_ptr)
904 return common_cause_flags(player_ptr, TR_MAGIC_MASTERY);
907 BIT_FLAGS has_free_act(PlayerType *player_ptr)
909 BIT_FLAGS result = common_cause_flags(player_ptr, TR_FREE_ACT);
911 if (player_ptr->muta.has(PlayerMutationType::MOTION)) {
912 result |= FLAG_CAUSE_MUTATION;
915 if (player_ptr->ult_res || player_ptr->magicdef) {
916 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
922 BIT_FLAGS has_sustain_str(PlayerType *player_ptr)
924 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SUST_STR);
926 if (player_ptr->ult_res) {
927 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
933 BIT_FLAGS has_sustain_int(PlayerType *player_ptr)
935 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SUST_INT);
937 if (player_ptr->ult_res) {
938 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
944 BIT_FLAGS has_sustain_wis(PlayerType *player_ptr)
946 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SUST_WIS);
948 if (player_ptr->ult_res) {
949 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
955 BIT_FLAGS has_sustain_dex(PlayerType *player_ptr)
957 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SUST_DEX);
959 if (player_ptr->ult_res) {
960 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
966 BIT_FLAGS has_sustain_con(PlayerType *player_ptr)
968 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SUST_CON);
970 if (player_ptr->ult_res) {
971 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
977 BIT_FLAGS has_sustain_chr(PlayerType *player_ptr)
979 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SUST_CHR);
981 if (player_ptr->ult_res) {
982 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
988 BIT_FLAGS has_levitation(PlayerType *player_ptr)
990 BIT_FLAGS result = common_cause_flags(player_ptr, TR_LEVITATION);
992 if (player_ptr->muta.has(PlayerMutationType::WINGS)) {
993 result |= FLAG_CAUSE_MUTATION;
996 if (player_ptr->ult_res || player_ptr->magicdef) {
997 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1000 if (player_ptr->tim_levitation) {
1001 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1004 // 乗馬中は実際に浮遊するかどうかは乗馬中のモンスターに依存する
1005 if (player_ptr->riding) {
1006 monster_type *riding_m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
1007 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1008 result = riding_r_ptr->feature_flags.has(MonsterFeatureType::CAN_FLY) ? FLAG_CAUSE_RIDING : FLAG_CAUSE_NONE;
1014 bool has_can_swim(PlayerType *player_ptr)
1016 bool can_swim = false;
1017 if (player_ptr->riding) {
1018 monster_type *riding_m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
1019 monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
1020 if (riding_r_ptr->feature_flags.has_any_of({ MonsterFeatureType::CAN_SWIM, MonsterFeatureType::AQUATIC })) {
1028 BIT_FLAGS has_slow_digest(PlayerType *player_ptr)
1030 BIT_FLAGS result = common_cause_flags(player_ptr, TR_SLOW_DIGEST);
1032 if (player_ptr->ult_res) {
1033 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1039 BIT_FLAGS has_regenerate(PlayerType *player_ptr)
1041 BIT_FLAGS result = common_cause_flags(player_ptr, TR_REGEN);
1043 if (player_ptr->muta.has(PlayerMutationType::REGEN)) {
1044 result |= FLAG_CAUSE_MUTATION;
1047 if (SpellHex(player_ptr).is_spelling_specific(HEX_DEMON_AURA) || player_ptr->ult_res || player_ptr->tim_regen) {
1048 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1051 if (player_ptr->muta.has(PlayerMutationType::FLESH_ROT)) {
1058 void update_curses(PlayerType *player_ptr)
1061 player_ptr->cursed.clear();
1062 player_ptr->cursed_special.clear();
1064 if (player_ptr->ppersonality == PERSONALITY_SEXY) {
1065 player_ptr->cursed.set(CurseTraitType::AGGRAVATE);
1068 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1069 o_ptr = &player_ptr->inventory_list[i];
1070 if (!o_ptr->k_idx) {
1073 auto flgs = object_flags(o_ptr);
1074 if (flgs.has(TR_AGGRAVATE)) {
1075 player_ptr->cursed.set(CurseTraitType::AGGRAVATE);
1077 if (flgs.has(TR_DRAIN_EXP)) {
1078 player_ptr->cursed.set(CurseTraitType::DRAIN_EXP);
1080 if (flgs.has(TR_TY_CURSE)) {
1081 player_ptr->cursed.set(CurseTraitType::TY_CURSE);
1083 if (flgs.has(TR_ADD_L_CURSE)) {
1084 player_ptr->cursed.set(CurseTraitType::ADD_L_CURSE);
1086 if (flgs.has(TR_ADD_H_CURSE)) {
1087 player_ptr->cursed.set(CurseTraitType::ADD_H_CURSE);
1089 if (flgs.has(TR_DRAIN_HP)) {
1090 player_ptr->cursed.set(CurseTraitType::DRAIN_HP);
1092 if (flgs.has(TR_DRAIN_MANA)) {
1093 player_ptr->cursed.set(CurseTraitType::DRAIN_MANA);
1095 if (flgs.has(TR_CALL_ANIMAL)) {
1096 player_ptr->cursed.set(CurseTraitType::CALL_ANIMAL);
1098 if (flgs.has(TR_CALL_DEMON)) {
1099 player_ptr->cursed.set(CurseTraitType::CALL_DEMON);
1101 if (flgs.has(TR_CALL_DRAGON)) {
1102 player_ptr->cursed.set(CurseTraitType::CALL_DRAGON);
1104 if (flgs.has(TR_CALL_UNDEAD)) {
1105 player_ptr->cursed.set(CurseTraitType::CALL_UNDEAD);
1107 if (flgs.has(TR_COWARDICE)) {
1108 player_ptr->cursed.set(CurseTraitType::COWARDICE);
1110 if (flgs.has(TR_LOW_MELEE)) {
1111 player_ptr->cursed.set(CurseTraitType::LOW_MELEE);
1113 if (flgs.has(TR_LOW_AC)) {
1114 player_ptr->cursed.set(CurseTraitType::LOW_AC);
1116 if (flgs.has(TR_HARD_SPELL)) {
1117 player_ptr->cursed.set(CurseTraitType::HARD_SPELL);
1119 if (flgs.has(TR_FAST_DIGEST)) {
1120 player_ptr->cursed.set(CurseTraitType::FAST_DIGEST);
1122 if (flgs.has(TR_SLOW_REGEN)) {
1123 player_ptr->cursed.set(CurseTraitType::SLOW_REGEN);
1125 if (flgs.has(TR_BERS_RAGE)) {
1126 player_ptr->cursed.set(CurseTraitType::BERS_RAGE);
1128 if (flgs.has(TR_PERSISTENT_CURSE)) {
1129 player_ptr->cursed.set(CurseTraitType::PERSISTENT_CURSE);
1131 if (flgs.has(TR_VUL_CURSE)) {
1132 player_ptr->cursed.set(CurseTraitType::VUL_CURSE);
1135 auto obj_curse_flags = o_ptr->curse_flags;
1136 obj_curse_flags.reset({ CurseTraitType::CURSED, CurseTraitType::HEAVY_CURSE, CurseTraitType::PERMA_CURSE });
1137 player_ptr->cursed.set(obj_curse_flags);
1138 if (o_ptr->fixed_artifact_idx == ART_CHAINSWORD) {
1139 player_ptr->cursed_special.set(CurseSpecialTraitType::CHAINSWORD);
1142 if (flgs.has(TR_TELEPORT)) {
1143 if (o_ptr->is_cursed()) {
1144 player_ptr->cursed.set(CurseTraitType::TELEPORT);
1146 concptr insc = quark_str(o_ptr->inscription);
1148 /* {.} will stop random teleportation. */
1149 if (o_ptr->inscription && angband_strchr(insc, '.')) {
1151 player_ptr->cursed_special.set(CurseSpecialTraitType::TELEPORT_SELF);
1157 if (player_ptr->cursed.has(CurseTraitType::TELEPORT)) {
1158 player_ptr->cursed_special.reset(CurseSpecialTraitType::TELEPORT_SELF);
1162 BIT_FLAGS has_impact(PlayerType *player_ptr)
1164 return common_cause_flags(player_ptr, TR_IMPACT);
1167 BIT_FLAGS has_earthquake(PlayerType *player_ptr)
1169 return common_cause_flags(player_ptr, TR_EARTHQUAKE);
1172 void update_extra_blows(PlayerType *player_ptr)
1175 player_ptr->extra_blows[0] = player_ptr->extra_blows[1] = 0;
1177 const melee_type melee_type = player_melee_type(player_ptr);
1178 const bool two_handed = (melee_type == MELEE_TYPE_WEAPON_TWOHAND || melee_type == MELEE_TYPE_BAREHAND_TWO);
1180 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1181 o_ptr = &player_ptr->inventory_list[i];
1182 if (!o_ptr->k_idx) {
1186 auto flgs = object_flags(o_ptr);
1187 if (flgs.has(TR_BLOWS)) {
1188 if ((i == INVEN_MAIN_HAND || i == INVEN_MAIN_RING) && !two_handed) {
1189 player_ptr->extra_blows[0] += o_ptr->pval;
1190 } else if ((i == INVEN_SUB_HAND || i == INVEN_SUB_RING) && !two_handed) {
1191 player_ptr->extra_blows[1] += o_ptr->pval;
1193 player_ptr->extra_blows[0] += o_ptr->pval;
1194 player_ptr->extra_blows[1] += o_ptr->pval;
1200 BIT_FLAGS has_resist_acid(PlayerType *player_ptr)
1202 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_ACID);
1204 if (player_ptr->ult_res) {
1205 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1208 result |= has_immune_acid(player_ptr);
1213 BIT_FLAGS has_vuln_acid(PlayerType *player_ptr)
1215 BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_ACID);
1217 if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
1218 result |= FLAG_CAUSE_MUTATION;
1224 BIT_FLAGS has_resist_elec(PlayerType *player_ptr)
1226 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_ELEC);
1228 if (player_ptr->ult_res) {
1229 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1232 result |= has_immune_elec(player_ptr);
1237 BIT_FLAGS has_vuln_elec(PlayerType *player_ptr)
1239 BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_ELEC);
1241 if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
1242 result |= FLAG_CAUSE_MUTATION;
1248 BIT_FLAGS has_resist_fire(PlayerType *player_ptr)
1250 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_FIRE);
1252 if (player_ptr->ult_res) {
1253 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1256 result |= has_immune_fire(player_ptr);
1261 BIT_FLAGS has_vuln_fire(PlayerType *player_ptr)
1263 BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_FIRE);
1265 if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
1266 result |= FLAG_CAUSE_MUTATION;
1272 BIT_FLAGS has_resist_cold(PlayerType *player_ptr)
1274 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_COLD);
1276 if (player_ptr->ult_res) {
1277 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1280 result |= has_immune_cold(player_ptr);
1285 BIT_FLAGS has_vuln_cold(PlayerType *player_ptr)
1287 BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_COLD);
1289 if (player_ptr->muta.has(PlayerMutationType::VULN_ELEM)) {
1290 result |= FLAG_CAUSE_MUTATION;
1296 BIT_FLAGS has_resist_pois(PlayerType *player_ptr)
1298 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_POIS);
1300 if (player_ptr->ult_res) {
1301 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1307 BIT_FLAGS has_resist_conf(PlayerType *player_ptr)
1309 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_CONF);
1311 if (player_ptr->ppersonality == PERSONALITY_CHARGEMAN || player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
1312 result |= FLAG_CAUSE_PERSONALITY;
1315 if (player_ptr->ult_res || player_ptr->magicdef) {
1316 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1322 BIT_FLAGS has_resist_sound(PlayerType *player_ptr)
1324 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_SOUND);
1326 if (player_ptr->ult_res) {
1327 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1333 BIT_FLAGS has_resist_lite(PlayerType *player_ptr)
1335 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_LITE);
1337 if (player_ptr->ult_res) {
1338 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1344 BIT_FLAGS has_vuln_lite(PlayerType *player_ptr)
1346 BIT_FLAGS result = common_cause_flags(player_ptr, TR_VUL_LITE);
1348 if (player_ptr->wraith_form) {
1349 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1355 BIT_FLAGS has_resist_dark(PlayerType *player_ptr)
1357 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_DARK) | common_cause_flags(player_ptr, TR_IM_DARK);
1359 if (player_ptr->ult_res) {
1360 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1366 BIT_FLAGS has_resist_chaos(PlayerType *player_ptr)
1368 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_CHAOS);
1370 if (player_ptr->ult_res) {
1371 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1377 BIT_FLAGS has_resist_disen(PlayerType *player_ptr)
1379 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_DISEN);
1381 if (player_ptr->ult_res) {
1382 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1388 BIT_FLAGS has_resist_shard(PlayerType *player_ptr)
1390 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_SHARDS);
1392 if (player_ptr->ult_res) {
1393 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1399 BIT_FLAGS has_resist_nexus(PlayerType *player_ptr)
1401 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_NEXUS);
1403 if (player_ptr->ult_res) {
1404 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1410 BIT_FLAGS has_resist_blind(PlayerType *player_ptr)
1412 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_BLIND);
1414 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
1415 result |= FLAG_CAUSE_PERSONALITY;
1418 if (player_ptr->ult_res || player_ptr->magicdef) {
1419 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1425 BIT_FLAGS has_resist_neth(PlayerType *player_ptr)
1427 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_NETHER);
1429 if (player_ptr->ult_res || player_ptr->tim_res_nether) {
1430 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1436 BIT_FLAGS has_resist_time(PlayerType *player_ptr)
1438 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_TIME);
1440 if (player_ptr->ult_res || player_ptr->tim_res_time) {
1441 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1447 BIT_FLAGS has_resist_water(PlayerType *player_ptr)
1449 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_WATER);
1451 if (player_ptr->ult_res) {
1452 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1459 * @brief 呪力耐性を所持しているかどうか
1460 * @param プレイヤー情報への参照ポインタ
1461 * @return 呪力耐性を所持していればTRUE、なければFALSE
1463 BIT_FLAGS has_resist_curse(PlayerType *player_ptr)
1465 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_CURSE);
1467 if (player_ptr->ult_res) {
1468 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1475 * @brief 呪力弱点を所持しているかどうか
1476 * @param プレイヤー情報への参照ポインタ
1477 * @return 呪力弱点を所持していればTRUE、なければFALSE
1479 BIT_FLAGS has_vuln_curse(PlayerType *player_ptr)
1482 BIT_FLAGS result = 0L;
1483 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1484 o_ptr = &player_ptr->inventory_list[i];
1485 if (!o_ptr->k_idx) {
1489 auto flgs = object_flags(o_ptr);
1491 if (flgs.has(TR_VUL_CURSE) || o_ptr->curse_flags.has(CurseTraitType::VUL_CURSE)) {
1492 set_bits(result, convert_inventory_slot_type_to_flag_cause(i2enum<inventory_slot_type>(i)));
1500 * @brief 呪力弱点かつ重く呪われている装備の有無
1501 * @param プレイヤー情報への参照ポインタ
1502 * @return 呪力弱点かつ重く呪われている装備があればTRUE、なければFALSE
1504 BIT_FLAGS has_heavy_vuln_curse(PlayerType *player_ptr)
1507 BIT_FLAGS result = 0L;
1508 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1509 o_ptr = &player_ptr->inventory_list[i];
1510 if (!o_ptr->k_idx) {
1514 auto flgs = object_flags(o_ptr);
1516 if ((flgs.has(TR_VUL_CURSE) || o_ptr->curse_flags.has(CurseTraitType::VUL_CURSE)) && o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE)) {
1517 set_bits(result, convert_inventory_slot_type_to_flag_cause(i2enum<inventory_slot_type>(i)));
1524 BIT_FLAGS has_resist_fear(PlayerType *player_ptr)
1526 BIT_FLAGS result = common_cause_flags(player_ptr, TR_RES_FEAR);
1528 if (player_ptr->muta.has(PlayerMutationType::FEARLESS)) {
1529 result |= FLAG_CAUSE_MUTATION;
1532 if (is_hero(player_ptr) || is_shero(player_ptr) || player_ptr->ult_res) {
1533 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1539 BIT_FLAGS has_immune_acid(PlayerType *player_ptr)
1541 BIT_FLAGS result = common_cause_flags(player_ptr, TR_IM_ACID);
1543 if (player_ptr->ele_immune) {
1544 if (player_ptr->special_defense & DEFENSE_ACID) {
1545 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1552 BIT_FLAGS has_immune_elec(PlayerType *player_ptr)
1554 BIT_FLAGS result = common_cause_flags(player_ptr, TR_IM_ELEC);
1556 if (player_ptr->ele_immune) {
1557 if (player_ptr->special_defense & DEFENSE_ELEC) {
1558 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1565 BIT_FLAGS has_immune_fire(PlayerType *player_ptr)
1567 BIT_FLAGS result = common_cause_flags(player_ptr, TR_IM_FIRE);
1569 if (player_ptr->ele_immune) {
1570 if (player_ptr->special_defense & DEFENSE_FIRE) {
1571 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1578 BIT_FLAGS has_immune_cold(PlayerType *player_ptr)
1580 BIT_FLAGS result = common_cause_flags(player_ptr, TR_IM_COLD);
1582 if (player_ptr->ele_immune) {
1583 if (player_ptr->special_defense & DEFENSE_COLD) {
1584 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1591 BIT_FLAGS has_immune_dark(PlayerType *player_ptr)
1593 BIT_FLAGS result = common_cause_flags(player_ptr, TR_IM_DARK);
1595 if (player_ptr->wraith_form) {
1596 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1602 melee_type player_melee_type(PlayerType *player_ptr)
1604 if (has_two_handed_weapons(player_ptr)) {
1605 return MELEE_TYPE_WEAPON_TWOHAND;
1608 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
1609 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1610 return MELEE_TYPE_WEAPON_DOUBLE;
1612 return MELEE_TYPE_WEAPON_MAIN;
1615 if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1616 return MELEE_TYPE_WEAPON_SUB;
1619 if (empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB)) {
1620 return MELEE_TYPE_BAREHAND_TWO;
1623 if (empty_hands(player_ptr, false) == EMPTY_HAND_MAIN) {
1624 return MELEE_TYPE_BAREHAND_MAIN;
1627 if (empty_hands(player_ptr, false) == EMPTY_HAND_SUB) {
1628 return MELEE_TYPE_BAREHAND_SUB;
1631 return MELEE_TYPE_SHIELD_DOUBLE;
1635 * @brief 利き手で攻撃可能かどうかを判定する
1636 * 利き手で攻撃可能とは、利き手に武器を持っているか、
1637 * 利き手が素手かつ左手も素手もしくは盾を装備している事を意味する。
1638 * @details Includes martial arts and hand combats as weapons.
1640 bool can_attack_with_main_hand(PlayerType *player_ptr)
1642 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
1646 if ((empty_hands(player_ptr, true) & EMPTY_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) {
1654 * @brief 非利き手で攻撃可能かどうかを判定する
1655 * 非利き手で攻撃可能とは、非利き手に武器を持っている事に等しい
1656 * @details Exclude martial arts and hand combats from weapons.
1658 bool can_attack_with_sub_hand(PlayerType *player_ptr)
1660 return has_melee_weapon(player_ptr, INVEN_SUB_HAND);
1664 * @brief 両手持ち状態かどうかを判定する
1666 bool has_two_handed_weapons(PlayerType *player_ptr)
1668 if (can_two_hands_wielding(player_ptr)) {
1669 if (can_attack_with_main_hand(player_ptr) && (empty_hands(player_ptr, false) == EMPTY_HAND_SUB) && player_ptr->inventory_list[INVEN_MAIN_HAND].allow_two_hands_wielding()) {
1671 } else if (can_attack_with_sub_hand(player_ptr) && (empty_hands(player_ptr, false) == EMPTY_HAND_MAIN) && player_ptr->inventory_list[INVEN_SUB_HAND].allow_two_hands_wielding()) {
1678 BIT_FLAGS has_lite(PlayerType *player_ptr)
1680 BIT_FLAGS result = 0L;
1681 if (PlayerClass(player_ptr).equals(PlayerClassType::NINJA)) {
1685 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
1686 result |= FLAG_CAUSE_PERSONALITY;
1689 if (PlayerRace(player_ptr).tr_flags().has(TR_LITE_1)) {
1690 result |= FLAG_CAUSE_RACE;
1693 if (player_ptr->ult_res) {
1694 result |= FLAG_CAUSE_MAGIC_TIME_EFFECT;
1697 result |= has_sh_fire(player_ptr);
1703 * @brief 両手持ちボーナスがもらえないかどうかを判定する。 / Does *not * get two hand wielding bonus.
1705 * Only can get hit bonuses when wieids an enough light weapon which is lighter than 5 times of weight limit.
1706 * If its weight is 10 times heavier or more than weight limit, gets hit penalty in calc_to_hit().
1708 bool has_disable_two_handed_bonus(PlayerType *player_ptr, int i)
1710 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && has_two_handed_weapons(player_ptr)) {
1711 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1712 int limit = calc_weapon_weight_limit(player_ptr);
1714 /* Enable when two hand wields an enough light weapon */
1715 if (limit >= o_ptr->weight / 5) {
1720 /* Disable when empty hands, one hand wieldings and heavy weapons */
1725 * @brief ふさわしくない武器を持っているかどうかを返す。
1726 * @todo 相応しい時にFALSEで相応しくない時にTRUEという負論理は良くない、後で修正する
1728 bool is_wielding_icky_weapon(PlayerType *player_ptr, int i)
1730 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1731 auto flgs = object_flags(o_ptr);
1733 auto has_no_weapon = (o_ptr->tval == ItemKindType::NONE) || (o_ptr->tval == ItemKindType::SHIELD);
1734 PlayerClass pc(player_ptr);
1735 if (pc.equals(PlayerClassType::PRIEST)) {
1736 auto is_suitable_weapon = flgs.has(TR_BLESSED);
1737 is_suitable_weapon |= (o_ptr->tval != ItemKindType::SWORD) && (o_ptr->tval != ItemKindType::POLEARM);
1738 return !has_no_weapon && !is_suitable_weapon;
1741 if (pc.equals(PlayerClassType::SORCERER)) {
1742 auto is_suitable_weapon = o_ptr->tval == ItemKindType::HAFTED;
1743 is_suitable_weapon &= (o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER);
1744 return !has_no_weapon && !is_suitable_weapon;
1747 return has_not_monk_weapon(player_ptr, i) || has_not_ninja_weapon(player_ptr, i);
1751 * @brief 乗馬にふさわしくない武器を持って乗馬しているかどうかを返す.
1752 * @param player_ptr プレイヤーへの参照ポインタ
1753 * @param i 武器を持っている手。0ならば利き手、1ならば反対の手
1755 bool is_wielding_icky_riding_weapon(PlayerType *player_ptr, int i)
1757 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1758 auto flgs = object_flags(o_ptr);
1759 auto has_no_weapon = (o_ptr->tval == ItemKindType::NONE) || (o_ptr->tval == ItemKindType::SHIELD);
1760 auto is_suitable = o_ptr->is_lance() || flgs.has(TR_RIDING);
1761 return (player_ptr->riding > 0) && !has_no_weapon && !is_suitable;
1764 bool has_not_ninja_weapon(PlayerType *player_ptr, int i)
1766 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1770 auto tval = player_ptr->inventory_list[INVEN_MAIN_HAND + i].tval;
1771 auto sval = player_ptr->inventory_list[INVEN_MAIN_HAND + i].sval;
1772 return PlayerClass(player_ptr).equals(PlayerClassType::NINJA) &&
1773 !((player_ptr->weapon_exp_max[tval][sval] > PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) &&
1774 (player_ptr->inventory_list[INVEN_SUB_HAND - i].tval != ItemKindType::SHIELD));
1777 bool has_not_monk_weapon(PlayerType *player_ptr, int i)
1779 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1783 auto tval = player_ptr->inventory_list[INVEN_MAIN_HAND + i].tval;
1784 auto sval = player_ptr->inventory_list[INVEN_MAIN_HAND + i].sval;
1785 PlayerClass pc(player_ptr);
1786 return pc.is_martial_arts_pro() && (player_ptr->weapon_exp_max[tval][sval] == PlayerSkill::weapon_exp_at(PlayerSkillRank::UNSKILLED));
1789 bool has_good_luck(PlayerType *player_ptr)
1791 return (player_ptr->ppersonality == PERSONALITY_LUCKY) || (player_ptr->muta.has(PlayerMutationType::GOOD_LUCK));
1794 BIT_FLAGS player_aggravate_state(PlayerType *player_ptr)
1796 if (player_ptr->cursed.has(CurseTraitType::AGGRAVATE)) {
1797 if ((PlayerRace(player_ptr).equals(PlayerRaceType::S_FAIRY)) && (player_ptr->ppersonality != PERSONALITY_SEXY)) {
1798 return AGGRAVATE_S_FAIRY;
1800 return AGGRAVATE_NORMAL;
1803 return AGGRAVATE_NONE;
1806 bool has_aggravate(PlayerType *player_ptr)
1808 return player_aggravate_state(player_ptr) == AGGRAVATE_NORMAL;