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 "avatar/avatar.h"
6 #include "cmd-action/cmd-pet.h"
7 #include "cmd-action/cmd-spell.h"
8 #include "cmd-io/cmd-dump.h"
9 #include "cmd-item/cmd-magiceat.h"
10 #include "combat/attack-power-table.h"
11 #include "core/asking-player.h"
12 #include "core/player-redraw-types.h"
13 #include "core/player-update-types.h"
14 #include "core/stuff-handler.h"
15 #include "core/window-redrawer.h"
16 #include "dungeon/dungeon-flag-types.h"
17 #include "dungeon/dungeon.h"
18 #include "effect/effect-characteristics.h"
19 #include "floor/cave.h"
20 #include "floor/floor-events.h"
21 #include "floor/floor-leaver.h"
22 #include "floor/floor-save.h"
23 #include "floor/floor-util.h"
24 #include "game-option/birth-options.h"
25 #include "grid/feature.h"
26 #include "grid/grid.h"
27 #include "inventory/inventory-object.h"
28 #include "io/input-key-acceptor.h"
29 #include "io/write-diary.h"
30 #include "main/sound-definitions-table.h"
31 #include "main/sound-of-music.h"
32 #include "market/arena-info-table.h"
33 #include "mind/mind-force-trainer.h"
34 #include "mind/mind-ninja.h"
35 #include "monster-floor/monster-lite.h"
36 #include "monster-floor/monster-remover.h"
37 #include "monster-race/monster-race-hook.h"
38 #include "monster-race/monster-race.h"
39 #include "monster-race/race-flags1.h"
40 #include "monster-race/race-flags2.h"
41 #include "monster-race/race-flags7.h"
42 #include "monster/monster-update.h"
43 #include "monster/smart-learn-types.h"
44 #include "mutation/mutation-calculator.h"
45 #include "mutation/mutation-flag-types.h"
46 #include "mutation/mutation-investor-remover.h"
47 #include "object-enchant/object-ego.h"
48 #include "object-enchant/special-object-flags.h"
49 #include "object-enchant/tr-types.h"
50 #include "object-enchant/trc-types.h"
51 #include "object-hook/hook-armor.h"
52 #include "object/object-flags.h"
53 #include "object/object-info.h"
54 #include "object/object-mark-types.h"
55 #include "perception/object-perception.h"
56 #include "pet/pet-util.h"
57 #include "player-base/player-class.h"
58 #include "player-base/player-race.h"
59 #include "player-info/alignment.h"
60 #include "player-info/class-info.h"
61 #include "player-info/equipment-info.h"
62 #include "player-info/mimic-info-table.h"
63 #include "player-info/monk-data-type.h"
64 #include "player-info/samurai-data-type.h"
65 #include "player-info/sniper-data-type.h"
66 #include "player-status/player-basic-statistics.h"
67 #include "player-status/player-hand-types.h"
68 #include "player-status/player-infravision.h"
69 #include "player-status/player-speed.h"
70 #include "player-status/player-stealth.h"
71 #include "player/attack-defense-types.h"
72 #include "player/digestion-processor.h"
73 #include "player/patron.h"
74 #include "player/player-damage.h"
75 #include "player/player-move.h"
76 #include "player/player-personality-types.h"
77 #include "player/player-personality.h"
78 #include "player/player-skill.h"
79 #include "player/player-status-flags.h"
80 #include "player/player-status-table.h"
81 #include "player/player-view.h"
82 #include "player/race-info-table.h"
83 #include "player/special-defense-types.h"
84 #include "realm/realm-hex-numbers.h"
85 #include "realm/realm-names-table.h"
86 #include "realm/realm-song-numbers.h"
87 #include "specific-object/bow.h"
88 #include "specific-object/torch.h"
89 #include "spell-realm/spells-hex.h"
90 #include "spell-realm/spells-song.h"
91 #include "spell/range-calc.h"
92 #include "spell/spells-describer.h"
93 #include "spell/spells-execution.h"
94 #include "spell/spells-status.h"
95 #include "spell/technic-info-table.h"
96 #include "status/action-setter.h"
97 #include "status/base-status.h"
98 #include "sv-definition/sv-lite-types.h"
99 #include "sv-definition/sv-weapon-types.h"
100 #include "system/floor-type-definition.h"
101 #include "system/grid-type-definition.h"
102 #include "system/monster-race-definition.h"
103 #include "system/monster-type-definition.h"
104 #include "system/object-type-definition.h"
105 #include "system/player-type-definition.h"
106 #include "term/screen-processor.h"
107 #include "timed-effect/player-stun.h"
108 #include "timed-effect/timed-effects.h"
109 #include "util/bit-flags-calculator.h"
110 #include "util/enum-converter.h"
111 #include "util/quarks.h"
112 #include "util/string-processor.h"
113 #include "view/display-messages.h"
114 #include "world/world.h"
116 static const int extra_magic_glove_reduce_mana = 1;
118 static bool is_martial_arts_mode(player_type *player_ptr);
120 static ACTION_SKILL_POWER calc_disarming(player_type *player_ptr);
121 static ACTION_SKILL_POWER calc_device_ability(player_type *player_ptr);
122 static ACTION_SKILL_POWER calc_saving_throw(player_type *player_ptr);
123 static ACTION_SKILL_POWER calc_search(player_type *player_ptr);
124 static ACTION_SKILL_POWER calc_search_freq(player_type *player_ptr);
125 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *player_ptr);
126 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *player_ptr);
127 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *player_ptr);
128 static ACTION_SKILL_POWER calc_skill_dig(player_type *player_ptr);
129 static bool is_heavy_wield(player_type *player_ptr, int i);
130 static int16_t calc_num_blow(player_type *player_ptr, int i);
131 static int16_t calc_to_magic_chance(player_type *player_ptr);
132 static ARMOUR_CLASS calc_base_ac(player_type *player_ptr);
133 static ARMOUR_CLASS calc_to_ac(player_type *player_ptr, bool is_real_value);
134 static int16_t calc_double_weapon_penalty(player_type *player_ptr, INVENTORY_IDX slot);
135 static bool is_riding_two_hands(player_type *player_ptr);
136 static int16_t calc_riding_bow_penalty(player_type *player_ptr);
137 static void put_equipment_warning(player_type *player_ptr);
139 static short calc_to_damage(player_type *player_ptr, INVENTORY_IDX slot, bool is_real_value);
140 static int16_t calc_to_hit(player_type *player_ptr, INVENTORY_IDX slot, bool is_real_value);
142 static int16_t calc_to_hit_bow(player_type *player_ptr, bool is_real_value);
144 static int16_t calc_to_damage_misc(player_type *player_ptr);
145 static int16_t calc_to_hit_misc(player_type *player_ptr);
147 static DICE_NUMBER calc_to_weapon_dice_num(player_type *player_ptr, INVENTORY_IDX slot);
148 static player_hand main_attack_hand(player_type *player_ptr);
150 /*** Player information ***/
153 * @brief 遅延描画更新 / Delayed visual update
154 * @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
155 * @param player_ptr 主観となるプレイヤー構造体参照ポインタ
156 * @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?
158 static void delayed_visual_update(player_type *player_ptr)
160 floor_type *floor_ptr = player_ptr->current_floor_ptr;
161 for (int i = 0; i < floor_ptr->redraw_n; i++) {
162 POSITION y = floor_ptr->redraw_y[i];
163 POSITION x = floor_ptr->redraw_x[i];
165 g_ptr = &floor_ptr->grid_array[y][x];
166 if (none_bits(g_ptr->info, CAVE_REDRAW))
169 if (any_bits(g_ptr->info, CAVE_NOTE))
170 note_spot(player_ptr, y, x);
172 lite_spot(player_ptr, y, x);
174 update_monster(player_ptr, g_ptr->m_idx, false);
176 reset_bits(g_ptr->info, (CAVE_NOTE | CAVE_REDRAW));
179 floor_ptr->redraw_n = 0;
183 * @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 /
184 * @param o_ptr 判定する射撃武器のアイテム情報参照ポインタ
185 * @return 重すぎるならばTRUE
187 static bool is_heavy_shoot(player_type *player_ptr, object_type *o_ptr)
189 return (calc_bow_weight_limit(player_ptr) < o_ptr->weight / 10);
194 * @param player_ptr プレイヤーへの参照ポインタ
197 WEIGHT calc_inventory_weight(player_type *player_ptr)
202 for (int i = 0; i < INVEN_TOTAL; i++) {
203 o_ptr = &player_ptr->inventory_list[i];
206 weight += o_ptr->weight * o_ptr->number;
211 static void update_ability_scores(player_type *player_ptr)
213 PlayerStrength player_str(player_ptr);
214 PlayerIntelligence player_int(player_ptr);
215 PlayerWisdom player_wis(player_ptr);
216 PlayerDexterity player_dex(player_ptr);
217 PlayerConstitution player_con(player_ptr);
218 PlayerCharisma player_chr(player_ptr);
219 PlayerBasicStatistics *player_stats[] = { &player_str, &player_int, &player_wis, &player_dex, &player_con, &player_chr };
220 for (auto i = 0; i < A_MAX; ++i) {
221 player_ptr->stat_add[i] = player_stats[i]->modification_value();
222 player_stats[i]->update_value();
227 * @brief プレイヤーの全ステータスを更新する /
228 * Calculate the players current "state", taking into account
229 * not only race/class intrinsics, but also objects being worn
230 * and temporary spell effects.
233 * See also update_max_mana() and update_max_hitpoints().
235 * Take note of the new "speed code", in particular, a very strong
236 * player will start slowing down as soon as he reaches 150 pounds,
237 * but not until he reaches 450 pounds will he be half as fast as
238 * a normal kobold. This both hurts and helps the player, hurts
239 * because in the old days a player could just avoid 300 pounds,
240 * and helps because now carrying 300 pounds is not very painful.
242 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
243 * damage, since that would affect non-combat things. These values
244 * are actually added in later, at the appropriate place.
246 * This function induces various "status" messages.
248 * @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。
250 static void update_bonuses(player_type *player_ptr)
252 auto empty_hands_status = empty_hands(player_ptr, true);
255 /* Save the old vision stuff */
256 BIT_FLAGS old_telepathy = player_ptr->telepathy;
257 BIT_FLAGS old_esp_animal = player_ptr->esp_animal;
258 BIT_FLAGS old_esp_undead = player_ptr->esp_undead;
259 BIT_FLAGS old_esp_demon = player_ptr->esp_demon;
260 BIT_FLAGS old_esp_orc = player_ptr->esp_orc;
261 BIT_FLAGS old_esp_troll = player_ptr->esp_troll;
262 BIT_FLAGS old_esp_giant = player_ptr->esp_giant;
263 BIT_FLAGS old_esp_dragon = player_ptr->esp_dragon;
264 BIT_FLAGS old_esp_human = player_ptr->esp_human;
265 BIT_FLAGS old_esp_evil = player_ptr->esp_evil;
266 BIT_FLAGS old_esp_good = player_ptr->esp_good;
267 BIT_FLAGS old_esp_nonliving = player_ptr->esp_nonliving;
268 BIT_FLAGS old_esp_unique = player_ptr->esp_unique;
269 BIT_FLAGS old_see_inv = player_ptr->see_inv;
270 BIT_FLAGS old_mighty_throw = player_ptr->mighty_throw;
271 int16_t old_speed = player_ptr->pspeed;
273 ARMOUR_CLASS old_dis_ac = player_ptr->dis_ac;
274 ARMOUR_CLASS old_dis_to_a = player_ptr->dis_to_a;
276 player_ptr->xtra_might = has_xtra_might(player_ptr);
277 player_ptr->esp_evil = has_esp_evil(player_ptr);
278 player_ptr->esp_animal = has_esp_animal(player_ptr);
279 player_ptr->esp_undead = has_esp_undead(player_ptr);
280 player_ptr->esp_demon = has_esp_demon(player_ptr);
281 player_ptr->esp_orc = has_esp_orc(player_ptr);
282 player_ptr->esp_troll = has_esp_troll(player_ptr);
283 player_ptr->esp_giant = has_esp_giant(player_ptr);
284 player_ptr->esp_dragon = has_esp_dragon(player_ptr);
285 player_ptr->esp_human = has_esp_human(player_ptr);
286 player_ptr->esp_good = has_esp_good(player_ptr);
287 player_ptr->esp_nonliving = has_esp_nonliving(player_ptr);
288 player_ptr->esp_unique = has_esp_unique(player_ptr);
289 player_ptr->telepathy = has_esp_telepathy(player_ptr);
290 player_ptr->bless_blade = has_bless_blade(player_ptr);
291 player_ptr->easy_2weapon = has_easy2_weapon(player_ptr);
292 player_ptr->down_saving = has_down_saving(player_ptr);
293 player_ptr->yoiyami = has_no_ac(player_ptr);
294 player_ptr->mighty_throw = has_mighty_throw(player_ptr);
295 player_ptr->dec_mana = has_dec_mana(player_ptr);
296 player_ptr->see_nocto = has_see_nocto(player_ptr);
297 player_ptr->warning = has_warning(player_ptr);
298 player_ptr->anti_magic = has_anti_magic(player_ptr);
299 player_ptr->anti_tele = has_anti_tele(player_ptr);
300 player_ptr->easy_spell = has_easy_spell(player_ptr);
301 player_ptr->heavy_spell = has_heavy_spell(player_ptr);
302 player_ptr->hold_exp = has_hold_exp(player_ptr);
303 player_ptr->see_inv = has_see_inv(player_ptr);
304 player_ptr->free_act = has_free_act(player_ptr);
305 player_ptr->levitation = has_levitation(player_ptr);
306 player_ptr->can_swim = has_can_swim(player_ptr);
307 player_ptr->slow_digest = has_slow_digest(player_ptr);
308 player_ptr->regenerate = has_regenerate(player_ptr);
309 update_curses(player_ptr);
310 player_ptr->impact = has_impact(player_ptr);
311 player_ptr->earthquake = has_earthquake(player_ptr);
312 update_extra_blows(player_ptr);
314 player_ptr->lite = has_lite(player_ptr);
316 if (!PlayerClass(player_ptr).monk_stance_is(MonkStance::NONE)) {
317 if (none_bits(empty_hands_status, EMPTY_HAND_MAIN)) {
318 set_action(player_ptr, ACTION_NONE);
322 update_ability_scores(player_ptr);
323 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
325 player_ptr->tval_ammo = bow_tval_ammo(o_ptr);
326 player_ptr->num_fire = calc_num_fire(player_ptr, o_ptr);
329 for (int i = 0; i < 2; i++) {
330 player_ptr->is_icky_wield[i] = is_wielding_icky_weapon(player_ptr, i);
331 player_ptr->is_icky_riding_wield[i] = is_wielding_icky_riding_weapon(player_ptr, i);
332 player_ptr->heavy_wield[i] = is_heavy_wield(player_ptr, i);
333 player_ptr->num_blow[i] = calc_num_blow(player_ptr, i);
334 player_ptr->to_dd[i] = calc_to_weapon_dice_num(player_ptr, INVEN_MAIN_HAND + i);
335 player_ptr->to_ds[i] = 0;
338 player_ptr->pspeed = PlayerSpeed(player_ptr).get_value();
339 player_ptr->see_infra = PlayerInfravision(player_ptr).get_value();
340 player_ptr->skill_stl = PlayerStealth(player_ptr).get_value();
341 player_ptr->skill_dis = calc_disarming(player_ptr);
342 player_ptr->skill_dev = calc_device_ability(player_ptr);
343 player_ptr->skill_sav = calc_saving_throw(player_ptr);
344 player_ptr->skill_srh = calc_search(player_ptr);
345 player_ptr->skill_fos = calc_search_freq(player_ptr);
346 player_ptr->skill_thn = calc_to_hit_melee(player_ptr);
347 player_ptr->skill_thb = calc_to_hit_shoot(player_ptr);
348 player_ptr->skill_tht = calc_to_hit_throw(player_ptr);
349 player_ptr->riding_ryoute = is_riding_two_hands(player_ptr);
350 player_ptr->to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, true);
351 player_ptr->to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, true);
352 player_ptr->dis_to_d[0] = calc_to_damage(player_ptr, INVEN_MAIN_HAND, false);
353 player_ptr->dis_to_d[1] = calc_to_damage(player_ptr, INVEN_SUB_HAND, false);
354 player_ptr->to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, true);
355 player_ptr->to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, true);
356 player_ptr->dis_to_h[0] = calc_to_hit(player_ptr, INVEN_MAIN_HAND, false);
357 player_ptr->dis_to_h[1] = calc_to_hit(player_ptr, INVEN_SUB_HAND, false);
358 player_ptr->to_h_b = calc_to_hit_bow(player_ptr, true);
359 player_ptr->dis_to_h_b = calc_to_hit_bow(player_ptr, false);
360 player_ptr->to_d_m = calc_to_damage_misc(player_ptr);
361 player_ptr->to_h_m = calc_to_hit_misc(player_ptr);
362 player_ptr->skill_dig = calc_skill_dig(player_ptr);
363 player_ptr->to_m_chance = calc_to_magic_chance(player_ptr);
364 player_ptr->ac = calc_base_ac(player_ptr);
365 player_ptr->to_a = calc_to_ac(player_ptr, true);
366 player_ptr->dis_ac = calc_base_ac(player_ptr);
367 player_ptr->dis_to_a = calc_to_ac(player_ptr, false);
369 if (old_mighty_throw != player_ptr->mighty_throw) {
370 player_ptr->window_flags |= PW_INVEN;
373 if (player_ptr->telepathy != old_telepathy) {
374 set_bits(player_ptr->update, PU_MONSTERS);
377 if ((player_ptr->esp_animal != old_esp_animal) || (player_ptr->esp_undead != old_esp_undead) || (player_ptr->esp_demon != old_esp_demon)
378 || (player_ptr->esp_orc != old_esp_orc) || (player_ptr->esp_troll != old_esp_troll) || (player_ptr->esp_giant != old_esp_giant)
379 || (player_ptr->esp_dragon != old_esp_dragon) || (player_ptr->esp_human != old_esp_human) || (player_ptr->esp_evil != old_esp_evil)
380 || (player_ptr->esp_good != old_esp_good) || (player_ptr->esp_nonliving != old_esp_nonliving) || (player_ptr->esp_unique != old_esp_unique)) {
381 set_bits(player_ptr->update, PU_MONSTERS);
384 if (player_ptr->see_inv != old_see_inv) {
385 set_bits(player_ptr->update, PU_MONSTERS);
388 if (player_ptr->pspeed != old_speed) {
389 set_bits(player_ptr->redraw, PR_SPEED);
392 if ((player_ptr->dis_ac != old_dis_ac) || (player_ptr->dis_to_a != old_dis_to_a)) {
393 set_bits(player_ptr->redraw, PR_ARMOR);
394 set_bits(player_ptr->window_flags, PW_PLAYER);
397 if (w_ptr->character_xtra)
400 put_equipment_warning(player_ptr);
401 check_no_flowed(player_ptr);
405 * @brief プレイヤーの最大HPを更新する /
406 * Update the players maximal hit points
407 * Adjust current hitpoints if necessary
410 static void update_max_hitpoints(player_type *player_ptr)
412 int bonus = ((int)(adj_con_mhp[player_ptr->stat_index[A_CON]]) - 128) * player_ptr->lev / 4;
413 int mhp = player_ptr->player_hp[player_ptr->lev - 1];
416 if (player_ptr->mimic_form) {
417 if (player_ptr->pclass == PlayerClassType::SORCERER)
418 tmp_hitdie = mimic_info[player_ptr->mimic_form].r_mhp / 2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
420 tmp_hitdie = mimic_info[player_ptr->mimic_form].r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
421 mhp = mhp * tmp_hitdie / player_ptr->hitdie;
424 if (player_ptr->pclass == PlayerClassType::SORCERER) {
425 if (player_ptr->lev < 30)
426 mhp = (mhp * (45 + player_ptr->lev) / 100);
428 mhp = (mhp * 75 / 100);
429 bonus = (bonus * 65 / 100);
434 if (player_ptr->pclass == PlayerClassType::BERSERKER) {
435 mhp = mhp * (110 + (((player_ptr->lev + 40) * (player_ptr->lev + 40) - 1550) / 110)) / 100;
438 if (mhp < player_ptr->lev + 1)
439 mhp = player_ptr->lev + 1;
440 if (is_hero(player_ptr))
442 if (is_shero(player_ptr))
444 if (player_ptr->tsuyoshi)
446 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT))
448 if (SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING))
450 if (player_ptr->mhp == mhp)
453 if (player_ptr->chp >= mhp) {
454 player_ptr->chp = mhp;
455 player_ptr->chp_frac = 0;
459 if (player_ptr->level_up_message && (mhp > player_ptr->mhp)) {
460 msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - player_ptr->mhp));
463 player_ptr->mhp = mhp;
465 player_ptr->redraw |= PR_HP;
466 player_ptr->window_flags |= PW_PLAYER;
470 * @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。 /
471 * Calculate number of spells player should have, and forget,
472 * or remember, spells until that number is properly reflected.
474 * Note that this function induces various "status" messages,
475 * which must be bypasses until the character is created.
477 static void update_num_of_spells(player_type *player_ptr)
479 if (mp_ptr->spell_book == ItemKindType::NONE)
481 if (!w_ptr->character_generated)
483 if (w_ptr->character_xtra)
485 if ((player_ptr->pclass == PlayerClassType::SORCERER) || (player_ptr->pclass == PlayerClassType::RED_MAGE)) {
486 player_ptr->new_spells = 0;
490 concptr p = spell_category_name(mp_ptr->spell_book);
491 int levels = player_ptr->lev - mp_ptr->spell_first + 1;
495 int num_allowed = (adj_mag_study[player_ptr->stat_index[mp_ptr->spell_stat]] * levels / 2);
497 if ((player_ptr->pclass != PlayerClassType::SAMURAI) && (mp_ptr->spell_book != ItemKindType::LIFE_BOOK)) {
501 if (player_ptr->pclass == PlayerClassType::SAMURAI) {
503 } else if (player_ptr->realm2 == REALM_NONE) {
504 num_allowed = (num_allowed + 1) / 2;
505 if (num_allowed > (32 + bonus))
506 num_allowed = 32 + bonus;
507 } else if ((player_ptr->pclass == PlayerClassType::MAGE) || (player_ptr->pclass == PlayerClassType::PRIEST)) {
508 if (num_allowed > (96 + bonus))
509 num_allowed = 96 + bonus;
511 if (num_allowed > (80 + bonus))
512 num_allowed = 80 + bonus;
515 int num_boukyaku = 0;
516 for (int j = 0; j < 64; j++) {
517 if ((j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)))) {
522 player_ptr->new_spells = num_allowed + player_ptr->add_spells + num_boukyaku - player_ptr->learned_spells;
523 for (int i = 63; i >= 0; i--) {
524 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2)
527 int j = player_ptr->spell_order[i];
531 const magic_type *s_ptr;
532 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
534 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
536 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
538 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
540 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
542 if (s_ptr->slevel <= player_ptr->lev)
545 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
546 if (!is_spell_learned)
551 set_bits(player_ptr->spell_forgotten1, (1UL << j));
552 which = player_ptr->realm1;
554 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
555 which = player_ptr->realm2;
559 reset_bits(player_ptr->spell_learned1, (1UL << j));
560 which = player_ptr->realm1;
562 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
563 which = player_ptr->realm2;
567 msg_format("%sの%sを忘れてしまった。", exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME), p);
569 msg_format("You have forgotten the %s of %s.", p, exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME));
571 player_ptr->new_spells++;
574 /* Forget spells if we know too many spells */
575 for (int i = 63; i >= 0; i--) {
576 if (player_ptr->new_spells >= 0)
578 if (!player_ptr->spell_learned1 && !player_ptr->spell_learned2)
581 int j = player_ptr->spell_order[i];
585 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_learned1, (1UL << j)) : any_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
586 if (!is_spell_learned)
591 set_bits(player_ptr->spell_forgotten1, (1UL << j));
592 which = player_ptr->realm1;
594 set_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
595 which = player_ptr->realm2;
599 reset_bits(player_ptr->spell_learned1, (1UL << j));
600 which = player_ptr->realm1;
602 reset_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
603 which = player_ptr->realm2;
607 msg_format("%sの%sを忘れてしまった。", exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME), p);
609 msg_format("You have forgotten the %s of %s.", p, exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME));
611 player_ptr->new_spells++;
614 /* Check for spells to remember */
615 for (int i = 0; i < 64; i++) {
616 if (player_ptr->new_spells <= 0)
618 if (!player_ptr->spell_forgotten1 && !player_ptr->spell_forgotten2)
620 int j = player_ptr->spell_order[i];
624 const magic_type *s_ptr;
625 if (!is_magic((j < 32) ? player_ptr->realm1 : player_ptr->realm2)) {
627 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
629 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][j % 32];
631 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
633 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][j % 32];
635 if (s_ptr->slevel > player_ptr->lev)
638 bool is_spell_learned = (j < 32) ? any_bits(player_ptr->spell_forgotten1, (1UL << j)) : any_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
639 if (!is_spell_learned)
644 reset_bits(player_ptr->spell_forgotten1, (1UL << j));
645 which = player_ptr->realm1;
647 reset_bits(player_ptr->spell_forgotten2, (1UL << (j - 32)));
648 which = player_ptr->realm2;
652 set_bits(player_ptr->spell_learned1, (1UL << j));
653 which = player_ptr->realm1;
655 set_bits(player_ptr->spell_learned2, (1UL << (j - 32)));
656 which = player_ptr->realm2;
660 msg_format("%sの%sを思い出した。", exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME), p);
662 msg_format("You have remembered the %s of %s.", p, exe_spell(player_ptr, which, j % 32, SpellProcessType::NAME));
664 player_ptr->new_spells--;
667 if (player_ptr->realm2 == REALM_NONE) {
669 for (int j = 0; j < 32; j++) {
670 const magic_type *s_ptr;
671 if (!is_magic(player_ptr->realm1))
672 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][j];
674 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][j];
676 if (s_ptr->slevel > player_ptr->lev)
679 if (any_bits(player_ptr->spell_learned1, (1UL << j))) {
688 if ((player_ptr->new_spells > k) && ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) || (mp_ptr->spell_book == ItemKindType::HISSATSU_BOOK))) {
689 player_ptr->new_spells = (int16_t)k;
693 if (player_ptr->new_spells < 0)
694 player_ptr->new_spells = 0;
696 if (player_ptr->old_spells == player_ptr->new_spells)
699 if (player_ptr->new_spells) {
701 if (player_ptr->new_spells < 10) {
702 msg_format("あと %d つの%sを学べる。", player_ptr->new_spells, p);
704 msg_format("あと %d 個の%sを学べる。", player_ptr->new_spells, p);
707 msg_format("You can learn %d more %s%s.", player_ptr->new_spells, p, (player_ptr->new_spells != 1) ? "s" : "");
711 player_ptr->old_spells = player_ptr->new_spells;
712 set_bits(player_ptr->redraw, PR_STUDY);
713 set_bits(player_ptr->window_flags, PW_OBJECT);
717 * @brief プレイヤーの最大MPを更新する /
718 * Update maximum mana. You do not need to know any spells.
719 * Note that mana is lowered by heavy (or inappropriate) armor.
721 * This function induces status messages.
723 static void update_max_mana(player_type *player_ptr)
725 if ((mp_ptr->spell_book == ItemKindType::NONE) && mp_ptr->spell_first == SPELL_FIRST_NO_SPELL)
729 if ((player_ptr->pclass == PlayerClassType::MINDCRAFTER) || (player_ptr->pclass == PlayerClassType::MIRROR_MASTER) || (player_ptr->pclass == PlayerClassType::BLUE_MAGE)
730 || player_ptr->pclass == PlayerClassType::ELEMENTALIST) {
731 levels = player_ptr->lev;
733 if (mp_ptr->spell_first > player_ptr->lev) {
735 set_bits(player_ptr->redraw, PR_MANA);
739 levels = (player_ptr->lev - mp_ptr->spell_first) + 1;
743 if (player_ptr->pclass == PlayerClassType::SAMURAI) {
744 msp = (adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] + 10) * 2;
746 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
748 msp = adj_mag_mana[player_ptr->stat_index[mp_ptr->spell_stat]] * (levels + 3) / 4;
752 msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
753 if (msp && (player_ptr->ppersonality == PERSONALITY_MUNCHKIN))
755 if (msp && (player_ptr->pclass == PlayerClassType::HIGH_MAGE))
757 if (msp && (player_ptr->pclass == PlayerClassType::SORCERER))
758 msp += msp * (25 + player_ptr->lev) / 100;
761 if (any_bits(mp_ptr->spell_xtra, extra_magic_glove_reduce_mana)) {
762 player_ptr->cumber_glove = false;
764 o_ptr = &player_ptr->inventory_list[INVEN_ARMS];
765 auto flgs = object_flags(o_ptr);
766 if (o_ptr->k_idx && flgs.has_not(TR_FREE_ACT) && flgs.has_not(TR_DEC_MANA) && flgs.has_not(TR_EASY_SPELL)
767 && !((flgs.has(TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) && !((flgs.has(TR_DEX)) && (o_ptr->pval > 0))) {
768 player_ptr->cumber_glove = true;
773 player_ptr->cumber_armor = false;
776 if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval > ItemKindType::SWORD)
777 cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight;
778 if (player_ptr->inventory_list[INVEN_SUB_HAND].tval > ItemKindType::SWORD)
779 cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight;
780 cur_wgt += player_ptr->inventory_list[INVEN_BODY].weight;
781 cur_wgt += player_ptr->inventory_list[INVEN_HEAD].weight;
782 cur_wgt += player_ptr->inventory_list[INVEN_OUTER].weight;
783 cur_wgt += player_ptr->inventory_list[INVEN_ARMS].weight;
784 cur_wgt += player_ptr->inventory_list[INVEN_FEET].weight;
786 switch (player_ptr->pclass) {
787 case PlayerClassType::MAGE:
788 case PlayerClassType::HIGH_MAGE:
789 case PlayerClassType::BLUE_MAGE:
790 case PlayerClassType::MONK:
791 case PlayerClassType::FORCETRAINER:
792 case PlayerClassType::SORCERER:
793 case PlayerClassType::ELEMENTALIST: {
794 if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD)
795 cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight;
796 if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD)
797 cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight;
800 case PlayerClassType::PRIEST:
801 case PlayerClassType::BARD:
802 case PlayerClassType::TOURIST: {
803 if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD)
804 cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight * 2 / 3;
805 if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD)
806 cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight * 2 / 3;
809 case PlayerClassType::MINDCRAFTER:
810 case PlayerClassType::BEASTMASTER:
811 case PlayerClassType::MIRROR_MASTER: {
812 if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD)
813 cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight / 2;
814 if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD)
815 cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight / 2;
818 case PlayerClassType::ROGUE:
819 case PlayerClassType::RANGER:
820 case PlayerClassType::RED_MAGE:
821 case PlayerClassType::WARRIOR_MAGE: {
822 if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD)
823 cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight / 3;
824 if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD)
825 cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight / 3;
828 case PlayerClassType::PALADIN:
829 case PlayerClassType::CHAOS_WARRIOR: {
830 if (player_ptr->inventory_list[INVEN_MAIN_HAND].tval <= ItemKindType::SWORD)
831 cur_wgt += player_ptr->inventory_list[INVEN_MAIN_HAND].weight / 5;
832 if (player_ptr->inventory_list[INVEN_SUB_HAND].tval <= ItemKindType::SWORD)
833 cur_wgt += player_ptr->inventory_list[INVEN_SUB_HAND].weight / 5;
841 int max_wgt = mp_ptr->spell_weight;
842 if ((cur_wgt - max_wgt) > 0) {
843 player_ptr->cumber_armor = true;
844 switch (player_ptr->pclass) {
845 case PlayerClassType::MAGE:
846 case PlayerClassType::HIGH_MAGE:
847 case PlayerClassType::BLUE_MAGE:
848 case PlayerClassType::ELEMENTALIST: {
849 msp -= msp * (cur_wgt - max_wgt) / 600;
852 case PlayerClassType::PRIEST:
853 case PlayerClassType::MINDCRAFTER:
854 case PlayerClassType::BEASTMASTER:
855 case PlayerClassType::BARD:
856 case PlayerClassType::FORCETRAINER:
857 case PlayerClassType::TOURIST:
858 case PlayerClassType::MIRROR_MASTER: {
859 msp -= msp * (cur_wgt - max_wgt) / 800;
862 case PlayerClassType::SORCERER: {
863 msp -= msp * (cur_wgt - max_wgt) / 900;
866 case PlayerClassType::ROGUE:
867 case PlayerClassType::RANGER:
868 case PlayerClassType::MONK:
869 case PlayerClassType::RED_MAGE: {
870 msp -= msp * (cur_wgt - max_wgt) / 1000;
873 case PlayerClassType::PALADIN:
874 case PlayerClassType::CHAOS_WARRIOR:
875 case PlayerClassType::WARRIOR_MAGE: {
876 msp -= msp * (cur_wgt - max_wgt) / 1200;
879 case PlayerClassType::SAMURAI: {
880 player_ptr->cumber_armor = false;
884 msp -= msp * (cur_wgt - max_wgt) / 800;
893 if (player_ptr->msp != msp) {
894 if ((player_ptr->csp >= msp) && (player_ptr->pclass != PlayerClassType::SAMURAI)) {
895 player_ptr->csp = msp;
896 player_ptr->csp_frac = 0;
900 if (player_ptr->level_up_message && (msp > player_ptr->msp)) {
901 msg_format("最大マジック・ポイントが %d 増加した!", (msp - player_ptr->msp));
904 player_ptr->msp = msp;
905 set_bits(player_ptr->redraw, PR_MANA);
906 set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL));
909 if (w_ptr->character_xtra)
912 if (player_ptr->old_cumber_glove != player_ptr->cumber_glove) {
913 if (player_ptr->cumber_glove)
914 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."));
916 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."));
918 player_ptr->old_cumber_glove = player_ptr->cumber_glove;
921 if (player_ptr->old_cumber_armor == player_ptr->cumber_armor)
924 if (player_ptr->cumber_armor)
925 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."));
927 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."));
929 player_ptr->old_cumber_armor = player_ptr->cumber_armor;
933 * @brief 装備中の射撃武器の威力倍率を返す /
934 * calcurate the fire rate of target object
935 * @param o_ptr 計算する射撃武器のアイテム情報参照ポインタ
936 * @return 射撃倍率の値(100で1.00倍)
938 int16_t calc_num_fire(player_type *player_ptr, object_type *o_ptr)
942 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
944 q_ptr = &player_ptr->inventory_list[i];
951 auto flgs = object_flags(q_ptr);
952 if (flgs.has(TR_XTRA_SHOTS))
956 auto flgs = object_flags(o_ptr);
957 if (flgs.has(TR_XTRA_SHOTS))
961 if (o_ptr->k_idx == 0)
965 num += (extra_shots * 100);
967 if (is_heavy_shoot(player_ptr, o_ptr))
970 ItemKindType tval_ammo = bow_tval_ammo(o_ptr);
971 if ((player_ptr->pclass == PlayerClassType::RANGER) && (tval_ammo == ItemKindType::ARROW)) {
972 num += (player_ptr->lev * 4);
975 if ((player_ptr->pclass == PlayerClassType::CAVALRY) && (tval_ammo == ItemKindType::ARROW)) {
976 num += (player_ptr->lev * 3);
979 if (player_ptr->pclass == PlayerClassType::ARCHER) {
980 if (tval_ammo == ItemKindType::ARROW)
981 num += ((player_ptr->lev * 5) + 50);
982 else if ((tval_ammo == ItemKindType::BOLT) || (tval_ammo == ItemKindType::SHOT))
983 num += (player_ptr->lev * 4);
986 if (player_ptr->pclass == PlayerClassType::WARRIOR && (tval_ammo <= ItemKindType::BOLT) && (tval_ammo >= ItemKindType::SHOT)) {
987 num += (player_ptr->lev * 2);
990 if ((player_ptr->pclass == PlayerClassType::ROGUE) && (tval_ammo == ItemKindType::SHOT)) {
991 num += (player_ptr->lev * 4);
999 * @param player_ptr プレイヤーへの参照ポインタ
1003 * * 職業と性格とレベルによる追加加算
1004 * * 器用さに応じたadj_dex_disテーブルによる加算
1005 * * 知力に応じたadj_int_disテーブルによる加算
1007 static ACTION_SKILL_POWER calc_disarming(player_type *player_ptr)
1009 ACTION_SKILL_POWER pow;
1010 const player_race_info *tmp_rp_ptr;
1012 if (player_ptr->mimic_form)
1013 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1015 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1016 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1017 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1019 pow = tmp_rp_ptr->r_dis + c_ptr->c_dis + a_ptr->a_dis;
1020 pow += ((cp_ptr->x_dis * player_ptr->lev / 10) + (ap_ptr->a_dis * player_ptr->lev / 50));
1021 pow += adj_dex_dis[player_ptr->stat_index[A_DEX]];
1022 pow += adj_int_dis[player_ptr->stat_index[A_INT]];
1028 * @param player_ptr プレイヤーへの参照ポインタ
1032 * * 職業と性格とレベルによる追加加算
1033 * * 装備による加算(TR_MAGIC_MASTERYを持っていたら+pval*8)
1034 * * 知力に応じたadj_int_devテーブルによる加算
1037 static ACTION_SKILL_POWER calc_device_ability(player_type *player_ptr)
1039 ACTION_SKILL_POWER pow;
1040 const player_race_info *tmp_rp_ptr;
1042 if (player_ptr->mimic_form)
1043 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1045 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1046 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1047 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1049 pow = tmp_rp_ptr->r_dev + c_ptr->c_dev + a_ptr->a_dev;
1050 pow += ((c_ptr->x_dev * player_ptr->lev / 10) + (ap_ptr->a_dev * player_ptr->lev / 50));
1052 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1054 o_ptr = &player_ptr->inventory_list[i];
1057 auto flgs = object_flags(o_ptr);
1058 if (flgs.has(TR_MAGIC_MASTERY))
1059 pow += 8 * o_ptr->pval;
1062 pow += adj_int_dev[player_ptr->stat_index[A_INT]];
1064 if (is_shero(player_ptr)) {
1072 * @param player_ptr プレイヤーへの参照ポインタ
1076 * * 職業と性格とレベルによる追加加算
1077 * * 変異MUT3_MAGIC_RESによる加算(15 + レベル / 5)
1078 * * 呪力耐性の装備による加算(30)
1079 * * 祝福された装備による加算(5 + レベル / 10)
1080 * * 賢さによるadj_wis_savテーブル加算
1082 * * 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)
1083 * * クターのつぶれ状態なら(10に上書き)
1084 * * 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)
1085 * * 呪いのdown_savingがかかっているなら半減
1087 static ACTION_SKILL_POWER calc_saving_throw(player_type *player_ptr)
1089 ACTION_SKILL_POWER pow;
1090 const player_race_info *tmp_rp_ptr;
1092 if (player_ptr->mimic_form)
1093 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1095 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1096 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1097 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1099 pow = tmp_rp_ptr->r_sav + c_ptr->c_sav + a_ptr->a_sav;
1100 pow += ((cp_ptr->x_sav * player_ptr->lev / 10) + (ap_ptr->a_sav * player_ptr->lev / 50));
1102 if (player_ptr->muta.has(PlayerMutationType::MAGIC_RES))
1103 pow += (15 + (player_ptr->lev / 5));
1105 if (has_resist_curse(player_ptr))
1108 if (player_ptr->bless_blade)
1109 pow += 6 + (player_ptr->lev - 1) / 10;
1111 pow += adj_wis_sav[player_ptr->stat_index[A_WIS]];
1113 if (is_shero(player_ptr))
1116 if (player_ptr->anti_magic && (pow < (90 + player_ptr->lev)))
1117 pow = 90 + player_ptr->lev;
1119 if (player_ptr->tsubureru)
1122 if ((player_ptr->ult_res || player_ptr->resist_magic || player_ptr->magicdef) && (pow < (95 + player_ptr->lev)))
1123 pow = 95 + player_ptr->lev;
1125 if (player_ptr->down_saving)
1133 * @param player_ptr プレイヤーへの参照ポインタ
1138 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1140 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1142 static ACTION_SKILL_POWER calc_search(player_type *player_ptr)
1144 ACTION_SKILL_POWER pow;
1145 const player_race_info *tmp_rp_ptr;
1147 if (player_ptr->mimic_form)
1148 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1150 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1151 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1152 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1154 pow = tmp_rp_ptr->r_srh + c_ptr->c_srh + a_ptr->a_srh;
1155 pow += (c_ptr->x_srh * player_ptr->lev / 10);
1157 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1159 o_ptr = &player_ptr->inventory_list[i];
1162 auto flgs = object_flags(o_ptr);
1163 if (flgs.has(TR_SEARCH))
1164 pow += (o_ptr->pval * 5);
1167 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1171 if (is_shero(player_ptr)) {
1180 * @param player_ptr プレイヤーへの参照ポインタ
1185 * * 各装備による加算(TR_SEARCHがあれば+pval*5)
1187 * * 変異(MUT3_XTRA_EYES)による加算(+15)
1189 static ACTION_SKILL_POWER calc_search_freq(player_type *player_ptr)
1191 ACTION_SKILL_POWER pow;
1192 const player_race_info *tmp_rp_ptr;
1194 if (player_ptr->mimic_form)
1195 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1197 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1198 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1199 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1201 pow = tmp_rp_ptr->r_fos + c_ptr->c_fos + a_ptr->a_fos;
1202 pow += (c_ptr->x_fos * player_ptr->lev / 10);
1204 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1206 o_ptr = &player_ptr->inventory_list[i];
1209 auto flgs = object_flags(o_ptr);
1210 if (flgs.has(TR_SEARCH))
1211 pow += (o_ptr->pval * 5);
1214 if (is_shero(player_ptr)) {
1218 if (player_ptr->muta.has(PlayerMutationType::XTRA_EYES)) {
1227 * @param player_ptr プレイヤーへの参照ポインタ
1230 * * 種族/職業/性格による加算とレベルによる追加加算
1232 static ACTION_SKILL_POWER calc_to_hit_melee(player_type *player_ptr)
1234 ACTION_SKILL_POWER pow;
1235 const player_race_info *tmp_rp_ptr;
1236 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1237 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1239 if (player_ptr->mimic_form)
1240 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1242 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1244 pow = tmp_rp_ptr->r_thn + c_ptr->c_thn + a_ptr->a_thn;
1245 pow += ((c_ptr->x_thn * player_ptr->lev / 10) + (a_ptr->a_thn * player_ptr->lev / 50));
1251 * @param player_ptr プレイヤーへの参照ポインタ
1254 * * 種族/職業/性格による加算とレベルによる追加加算
1256 static ACTION_SKILL_POWER calc_to_hit_shoot(player_type *player_ptr)
1258 ACTION_SKILL_POWER pow;
1259 const player_race_info *tmp_rp_ptr;
1260 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1261 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1263 if (player_ptr->mimic_form)
1264 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1266 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1268 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1269 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1275 * @param player_ptr プレイヤーへの参照ポインタ
1278 * * 種族/職業/性格による加算とレベルによる追加加算
1281 static ACTION_SKILL_POWER calc_to_hit_throw(player_type *player_ptr)
1283 ACTION_SKILL_POWER pow;
1284 const player_race_info *tmp_rp_ptr;
1285 const player_class_info *c_ptr = &class_info[enum2i(player_ptr->pclass)];
1286 const player_personality *a_ptr = &personality_info[player_ptr->ppersonality];
1288 if (player_ptr->mimic_form)
1289 tmp_rp_ptr = &mimic_info[player_ptr->mimic_form];
1291 tmp_rp_ptr = &race_info[enum2i(player_ptr->prace)];
1293 pow = tmp_rp_ptr->r_thb + c_ptr->c_thb + a_ptr->a_thb;
1294 pow += ((c_ptr->x_thb * player_ptr->lev / 10) + (a_ptr->a_thb * player_ptr->lev / 50));
1296 if (is_shero(player_ptr)) {
1305 * @param player_ptr プレイヤーへの参照ポインタ
1316 static ACTION_SKILL_POWER calc_skill_dig(player_type *player_ptr)
1320 ACTION_SKILL_POWER pow;
1324 if (!player_ptr->mimic_form && player_ptr->prace == PlayerRaceType::ENT && !player_ptr->inventory_list[INVEN_MAIN_HAND].k_idx) {
1325 pow += player_ptr->lev * 10;
1328 if (is_shero(player_ptr))
1331 pow += adj_str_dig[player_ptr->stat_index[A_STR]];
1333 if (player_ptr->pclass == PlayerClassType::BERSERKER)
1334 pow += (100 + player_ptr->lev * 8);
1336 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1337 o_ptr = &player_ptr->inventory_list[i];
1340 auto flgs = object_flags(o_ptr);
1341 if (flgs.has(TR_TUNNEL))
1342 pow += (o_ptr->pval * 20);
1345 for (int i = 0; i < 2; i++) {
1346 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1347 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && !player_ptr->heavy_wield[i]) {
1348 pow += (o_ptr->weight / 10);
1352 if (is_shero(player_ptr)) {
1362 static bool is_martial_arts_mode(player_type *player_ptr)
1364 return ((player_ptr->pclass == PlayerClassType::MONK) || (player_ptr->pclass == PlayerClassType::FORCETRAINER) || (player_ptr->pclass == PlayerClassType::BERSERKER))
1365 && (any_bits(empty_hands(player_ptr, true), EMPTY_HAND_MAIN)) && !can_attack_with_sub_hand(player_ptr);
1368 static bool is_heavy_wield(player_type *player_ptr, int i)
1370 const object_type *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1372 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i) && (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10);
1375 static int16_t calc_num_blow(player_type *player_ptr, int i)
1378 int16_t num_blow = 1;
1380 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1381 auto flgs = object_flags(o_ptr);
1382 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1383 if (o_ptr->k_idx && !player_ptr->heavy_wield[i]) {
1384 int str_index, dex_index;
1385 int num = 0, wgt = 0, mul = 0, div = 0;
1387 auto &info = class_info[enum2i(player_ptr->pclass)];
1392 if (player_ptr->pclass == PlayerClassType::CAVALRY && (player_ptr->riding) && (flgs.has(TR_RIDING))) {
1398 if (SpellHex(player_ptr).is_spelling_specific(HEX_XTRA_MIGHT) || SpellHex(player_ptr).is_spelling_specific(HEX_BUILDING)) {
1404 div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
1405 str_index = (adj_str_blow[player_ptr->stat_index[A_STR]] * mul / div);
1407 if (has_two_handed_weapons(player_ptr) && !has_disable_two_handed_bonus(player_ptr, 0))
1408 str_index += (player_ptr->pclass == PlayerClassType::WARRIOR || player_ptr->pclass == PlayerClassType::BERSERKER) ? (player_ptr->lev / 23 + 1) : 1;
1409 if (player_ptr->pclass == PlayerClassType::NINJA)
1410 str_index = std::max(0, str_index - 1);
1414 dex_index = (adj_dex_blow[player_ptr->stat_index[A_DEX]]);
1418 num_blow = blows_table[str_index][dex_index];
1420 num_blow = (int16_t)num;
1422 num_blow += (int16_t)player_ptr->extra_blows[i];
1423 if (player_ptr->pclass == PlayerClassType::WARRIOR)
1424 num_blow += (player_ptr->lev / 40);
1425 else if (player_ptr->pclass == PlayerClassType::BERSERKER)
1426 num_blow += (player_ptr->lev / 23);
1427 else if ((player_ptr->pclass == PlayerClassType::ROGUE) && (o_ptr->weight < 50) && (player_ptr->stat_index[A_DEX] >= 30))
1430 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::FUUJIN))
1433 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
1443 /* Different calculation for monks with empty hands */
1444 if (is_martial_arts_mode(player_ptr)) {
1445 int blow_base = player_ptr->lev + adj_dex_blow[player_ptr->stat_index[A_DEX]];
1448 if (player_ptr->pclass == PlayerClassType::FORCETRAINER) {
1474 if (heavy_armor(player_ptr) && (player_ptr->pclass != PlayerClassType::BERSERKER))
1477 PlayerClass pc(player_ptr);
1478 if (pc.monk_stance_is(MonkStance::GENBU)) {
1480 if ((player_ptr->pclass == PlayerClassType::MONK) && (player_ptr->lev > 42))
1484 } else if (pc.monk_stance_is(MonkStance::SUZAKU)) {
1488 num_blow += 1 + player_ptr->extra_blows[0];
1491 if (has_not_ninja_weapon(player_ptr, i)) {
1502 * @param player_ptr プレイヤーへの参照ポインタ
1505 * * 性格なまけものなら加算(+10)
1507 * * 性格ちからじまんとがまんづよいなら加算(+1)
1508 * * 性格チャージマンなら加算(+5)
1509 * * 装備品にTRC::HARD_SPELLがあるなら加算(軽い呪いなら+3/重い呪いなら+10)
1511 static int16_t calc_to_magic_chance(player_type *player_ptr)
1515 if (player_ptr->ppersonality == PERSONALITY_LAZY)
1517 if (player_ptr->ppersonality == PERSONALITY_SHREWD)
1519 if ((player_ptr->ppersonality == PERSONALITY_PATIENT) || (player_ptr->ppersonality == PERSONALITY_MIGHTY))
1521 if (player_ptr->ppersonality == PERSONALITY_CHARGEMAN)
1524 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1526 o_ptr = &player_ptr->inventory_list[i];
1530 if (o_ptr->curse_flags.has(TRC::HARD_SPELL)) {
1531 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
1541 static ARMOUR_CLASS calc_base_ac(player_type *player_ptr)
1543 ARMOUR_CLASS ac = 0;
1544 if (player_ptr->yoiyami)
1547 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1549 o_ptr = &player_ptr->inventory_list[i];
1555 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
1556 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
1557 if (o_ptr_mh->is_armour() || o_ptr_sh->is_armour()) {
1558 ac += player_ptr->skill_exp[PlayerSkillKindType::SHIELD] * (1 + player_ptr->lev / 22) / 2000;
1564 static ARMOUR_CLASS calc_to_ac(player_type *player_ptr, bool is_real_value)
1566 ARMOUR_CLASS ac = 0;
1567 if (player_ptr->yoiyami)
1570 ac += ((int)(adj_dex_ta[player_ptr->stat_index[A_DEX]]) - 128);
1572 if (player_ptr->mimic_form) {
1573 switch (player_ptr->mimic_form) {
1577 case MIMIC_DEMON_LORD:
1585 if (player_ptr->pclass == PlayerClassType::BERSERKER) {
1586 ac += 10 + player_ptr->lev / 2;
1588 if (player_ptr->pclass == PlayerClassType::SORCERER) {
1592 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1594 o_ptr = &player_ptr->inventory_list[i];
1595 auto flags = object_flags(o_ptr);
1598 if (is_real_value || o_ptr->is_known())
1601 if (o_ptr->curse_flags.has(TRC::LOW_AC)) {
1602 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
1603 if (is_real_value || o_ptr->is_fully_known())
1606 if (is_real_value || o_ptr->is_fully_known())
1611 if ((i == INVEN_SUB_HAND) && flags.has(TR_SUPPORTIVE)) {
1616 if (PlayerRace(player_ptr).equals(PlayerRaceType::GOLEM) || PlayerRace(player_ptr).equals(PlayerRaceType::ANDROID)) {
1617 ac += 10 + (player_ptr->lev * 2 / 5);
1620 if ((player_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN) && (player_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN)) {
1624 if ((player_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA)
1625 && (player_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI)) {
1629 if ((player_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_ICINGDEATH) && (player_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TWINKLE)) {
1633 if (player_ptr->muta.has(PlayerMutationType::WART_SKIN)) {
1637 if (player_ptr->muta.has(PlayerMutationType::SCALES)) {
1641 if (player_ptr->muta.has(PlayerMutationType::IRON_SKIN)) {
1645 if (((player_ptr->pclass == PlayerClassType::MONK) || (player_ptr->pclass == PlayerClassType::FORCETRAINER)) && !heavy_armor(player_ptr)) {
1646 if (!(player_ptr->inventory_list[INVEN_BODY].k_idx)) {
1647 ac += (player_ptr->lev * 3) / 2;
1649 if (!(player_ptr->inventory_list[INVEN_OUTER].k_idx) && (player_ptr->lev > 15)) {
1650 ac += ((player_ptr->lev - 13) / 3);
1652 if (!(player_ptr->inventory_list[INVEN_SUB_HAND].k_idx) && (player_ptr->lev > 10)) {
1653 ac += ((player_ptr->lev - 8) / 3);
1655 if (!(player_ptr->inventory_list[INVEN_HEAD].k_idx) && (player_ptr->lev > 4)) {
1656 ac += (player_ptr->lev - 2) / 3;
1658 if (!(player_ptr->inventory_list[INVEN_ARMS].k_idx)) {
1659 ac += (player_ptr->lev / 2);
1661 if (!(player_ptr->inventory_list[INVEN_FEET].k_idx)) {
1662 ac += (player_ptr->lev / 3);
1666 if (player_ptr->realm1 == REALM_HEX) {
1667 if (SpellHex(player_ptr).is_spelling_specific(HEX_ICE_ARMOR)) {
1671 for (int i = INVEN_MAIN_HAND; i <= INVEN_FEET; i++) {
1672 object_type *o_ptr = &player_ptr->inventory_list[i];
1675 if (!o_ptr->is_armour())
1677 if (!o_ptr->is_cursed())
1679 if (o_ptr->curse_flags.has(TRC::CURSED))
1681 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE))
1683 if (o_ptr->curse_flags.has(TRC::PERMA_CURSE))
1688 PlayerClass pc(player_ptr);
1689 if (pc.monk_stance_is(MonkStance::GENBU)) {
1690 ac += (player_ptr->lev * player_ptr->lev) / 50;
1691 } else if (pc.monk_stance_is(MonkStance::BYAKKO)) {
1693 } else if (pc.monk_stance_is(MonkStance::SEIRYU)) {
1695 } else if (pc.samurai_stance_is(SamuraiStance::KOUKIJIN)) {
1699 if (player_ptr->ult_res || (pc.samurai_stance_is(SamuraiStance::MUSOU))) {
1701 } else if (player_ptr->tsubureru || player_ptr->shield || player_ptr->magicdef) {
1705 if (is_blessed(player_ptr)) {
1709 if (is_shero(player_ptr)) {
1713 if (player_ptr->pclass == PlayerClassType::NINJA) {
1714 if ((!player_ptr->inventory_list[INVEN_MAIN_HAND].k_idx || can_attack_with_main_hand(player_ptr))
1715 && (!player_ptr->inventory_list[INVEN_SUB_HAND].k_idx || can_attack_with_sub_hand(player_ptr))) {
1716 ac += player_ptr->lev / 2 + 5;
1724 * @brief 二刀流ペナルティ量計算
1725 * @param player_ptr プレイヤーへの参照ポインタ
1726 * @param slot ペナルティ量を計算する武器スロット
1731 * * EASY2_WEAPONによる軽減
1732 * * SUPPORTIVEを左に装備した場合の軽減
1736 int16_t calc_double_weapon_penalty(player_type *player_ptr, INVENTORY_IDX slot)
1740 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
1741 auto flags = object_flags(&player_ptr->inventory_list[INVEN_SUB_HAND]);
1743 penalty = ((100 - player_ptr->skill_exp[PlayerSkillKindType::TWO_WEAPON] / 160) - (130 - player_ptr->inventory_list[slot].weight) / 8);
1744 if (((player_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_QUICKTHORN) && (player_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TINYTHORN))
1745 || ((player_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_ICINGDEATH)
1746 && (player_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_TWINKLE))) {
1747 penalty = penalty / 2 - 5;
1750 for (uint i = FLAG_CAUSE_INVEN_MAIN_HAND; i < FLAG_CAUSE_MAX; i <<= 1)
1751 if (penalty > 0 && any_bits(player_ptr->easy_2weapon, i))
1754 if (flags.has(TR_SUPPORTIVE))
1755 penalty = std::max(0, penalty - 10);
1757 if ((player_ptr->inventory_list[INVEN_MAIN_HAND].name1 == ART_MUSASI_KATANA)
1758 && (player_ptr->inventory_list[INVEN_SUB_HAND].name1 == ART_MUSASI_WAKIZASI)) {
1759 penalty = std::min(0, penalty);
1762 if (player_ptr->inventory_list[slot].tval == ItemKindType::POLEARM)
1765 return (int16_t)penalty;
1768 static bool is_riding_two_hands(player_type *player_ptr)
1770 if (!player_ptr->riding) {
1774 if (has_two_handed_weapons(player_ptr) || (empty_hands(player_ptr, false) == EMPTY_HAND_NONE))
1776 else if (any_bits(player_ptr->pet_extra_flags, PF_TWO_HANDS)) {
1777 switch (player_ptr->pclass) {
1778 case PlayerClassType::MONK:
1779 case PlayerClassType::FORCETRAINER:
1780 case PlayerClassType::BERSERKER:
1781 if ((empty_hands(player_ptr, false) != EMPTY_HAND_NONE) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND)
1782 && !has_melee_weapon(player_ptr, INVEN_SUB_HAND))
1793 static int16_t calc_riding_bow_penalty(player_type *player_ptr)
1795 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1796 if (!player_ptr->riding)
1799 int16_t penalty = 0;
1801 if ((player_ptr->pclass == PlayerClassType::BEASTMASTER) || (player_ptr->pclass == PlayerClassType::CAVALRY)) {
1802 if (player_ptr->tval_ammo != ItemKindType::ARROW)
1805 penalty = r_info[floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
1811 if (player_ptr->tval_ammo == ItemKindType::BOLT)
1817 void put_equipment_warning(player_type *player_ptr)
1819 bool heavy_shoot = is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW]);
1820 if (player_ptr->old_heavy_shoot != heavy_shoot) {
1822 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."));
1823 } else if (player_ptr->inventory_list[INVEN_BOW].k_idx) {
1824 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."));
1826 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."));
1828 player_ptr->old_heavy_shoot = heavy_shoot;
1831 for (int i = 0; i < 2; i++) {
1832 if (player_ptr->old_heavy_wield[i] != player_ptr->heavy_wield[i]) {
1833 if (player_ptr->heavy_wield[i]) {
1834 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."));
1835 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1836 msg_print(_("これなら装備していても辛くない。", "You have no trouble wielding your weapon."));
1837 } else if (player_ptr->heavy_wield[1 - i]) {
1838 msg_print(_("まだ武器が重い。", "You still have trouble wielding a heavy weapon."));
1840 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."));
1843 player_ptr->old_heavy_wield[i] = player_ptr->heavy_wield[i];
1846 if (player_ptr->old_riding_wield[i] != player_ptr->is_icky_riding_wield[i]) {
1847 if (player_ptr->is_icky_riding_wield[i]) {
1848 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."));
1849 } else if (!player_ptr->riding) {
1850 msg_print(_("この武器は徒歩で使いやすい。", "This weapon is suitable for use on foot."));
1851 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1852 msg_print(_("これなら乗馬中にぴったりだ。", "This weapon is suitable for use while riding."));
1855 player_ptr->old_riding_wield[i] = player_ptr->is_icky_riding_wield[i];
1858 if (player_ptr->old_icky_wield[i] == player_ptr->is_icky_wield[i])
1861 if (player_ptr->is_icky_wield[i]) {
1862 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."));
1863 if (w_ptr->is_loading_now) {
1864 chg_virtue(player_ptr, V_FAITH, -1);
1866 } else if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1867 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."));
1869 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."));
1872 player_ptr->old_icky_wield[i] = player_ptr->is_icky_wield[i];
1875 if (player_ptr->riding && (player_ptr->old_riding_ryoute != player_ptr->riding_ryoute)) {
1876 if (player_ptr->riding_ryoute) {
1878 msg_format("%s馬を操れない。", (empty_hands(player_ptr, false) == EMPTY_HAND_NONE) ? "両手がふさがっていて" : "");
1880 msg_print("You are using both hand for fighting, and you can't control the pet you're riding.");
1884 msg_format("%s馬を操れるようになった。", (empty_hands(player_ptr, false) == EMPTY_HAND_NONE) ? "手が空いて" : "");
1886 msg_print("You began to control the pet you're riding with one hand.");
1890 player_ptr->old_riding_ryoute = player_ptr->riding_ryoute;
1893 if (((player_ptr->pclass == PlayerClassType::MONK) || (player_ptr->pclass == PlayerClassType::FORCETRAINER) || (player_ptr->pclass == PlayerClassType::NINJA))
1894 && (heavy_armor(player_ptr) != player_ptr->monk_notify_aux)) {
1895 if (heavy_armor(player_ptr)) {
1896 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."));
1897 if (w_ptr->is_loading_now) {
1898 chg_virtue(player_ptr, V_HARMONY, -1);
1901 msg_print(_("バランスがとれるようになった。", "You regain your balance."));
1904 player_ptr->monk_notify_aux = heavy_armor(player_ptr);
1908 static short calc_to_damage(player_type *player_ptr, INVENTORY_IDX slot, bool is_real_value)
1910 object_type *o_ptr = &player_ptr->inventory_list[slot];
1911 auto flgs = object_flags(o_ptr);
1913 player_hand calc_hand = PLAYER_HAND_OTHER;
1914 if (slot == INVEN_MAIN_HAND)
1915 calc_hand = PLAYER_HAND_MAIN;
1916 if (slot == INVEN_SUB_HAND)
1917 calc_hand = PLAYER_HAND_SUB;
1920 damage += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
1922 if (is_shero(player_ptr)) {
1923 damage += 3 + (player_ptr->lev / 5);
1926 auto player_stun = player_ptr->effects()->stun();
1927 damage -= player_stun->get_damage_penalty();
1928 if ((player_ptr->pclass == PlayerClassType::PRIEST) && (flgs.has_not(TR_BLESSED)) && ((o_ptr->tval == ItemKindType::SWORD) || (o_ptr->tval == ItemKindType::POLEARM))) {
1930 } else if (player_ptr->pclass == PlayerClassType::BERSERKER) {
1931 damage += player_ptr->lev / 6;
1932 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
1933 damage += player_ptr->lev / 6;
1935 } else if (player_ptr->pclass == PlayerClassType::SORCERER) {
1936 if (!((o_ptr->tval == ItemKindType::HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
1941 } else if (player_ptr->pclass == PlayerClassType::FORCETRAINER) {
1942 // 練気術師は格闘ダメージに (気)/5 の修正を得る。
1943 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
1944 damage += get_current_ki(player_ptr) / 5;
1948 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
1949 if (SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD)) {
1950 if (o_ptr->curse_flags.has(TRC::CURSED)) {
1953 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
1956 if (o_ptr->curse_flags.has(TRC::PERMA_CURSE)) {
1962 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
1964 o_ptr = &player_ptr->inventory_list[i];
1965 if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i))
1966 || (i == INVEN_SUB_HAND && has_melee_weapon(player_ptr, i)) || i == INVEN_BOW)
1969 if (!o_ptr->is_known() && !is_real_value)
1971 bonus_to_d = o_ptr->to_d;
1973 if (player_ptr->pclass == PlayerClassType::NINJA) {
1974 if (o_ptr->to_d > 0)
1975 bonus_to_d = (o_ptr->to_d + 1) / 2;
1978 switch (player_melee_type(player_ptr)) {
1979 case MELEE_TYPE_BAREHAND_TWO: /* fall through */
1980 case MELEE_TYPE_WEAPON_TWOHAND:
1981 if (calc_hand == main_attack_hand(player_ptr))
1982 damage += (int16_t)bonus_to_d;
1985 case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
1986 case MELEE_TYPE_WEAPON_MAIN:
1987 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING))
1988 damage += (int16_t)bonus_to_d;
1991 case MELEE_TYPE_BAREHAND_SUB: /* fall through */
1992 case MELEE_TYPE_WEAPON_SUB:
1993 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING))
1994 damage += (int16_t)bonus_to_d;
1997 case MELEE_TYPE_WEAPON_DOUBLE:
1998 if (calc_hand == PLAYER_HAND_MAIN) {
1999 if (i == INVEN_MAIN_RING) {
2000 damage += (int16_t)bonus_to_d;
2001 } else if (i != INVEN_SUB_RING) {
2002 damage += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
2005 if (calc_hand == PLAYER_HAND_SUB) {
2006 if (i == INVEN_SUB_RING) {
2007 damage += (int16_t)bonus_to_d;
2008 } else if (i != INVEN_MAIN_RING) {
2009 damage += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
2014 case MELEE_TYPE_SHIELD_DOUBLE:
2022 if (main_attack_hand(player_ptr) == calc_hand) {
2023 if ((is_martial_arts_mode(player_ptr) && empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB))
2024 || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2026 bonus_to_d = ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128) / 2;
2027 damage += std::max<int>(bonus_to_d, 1);
2031 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || player_ptr->pclass != PlayerClassType::BERSERKER)) {
2032 damage += (player_ptr->lev / 6);
2035 // 朱雀の構えをとっているとき、格闘ダメージに -(レベル)/6 の修正を得る。
2036 if (PlayerClass(player_ptr).monk_stance_is(MonkStance::SUZAKU)) {
2037 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2038 damage -= (player_ptr->lev / 6);
2042 return static_cast<short>(damage);
2046 * @brief 武器の命中修正を計算する。 / Calculate hit bonus from a wielded weapon.
2048 * 'slot' MUST be INVEN_MAIN_HAND or INVEM_SUB_HAND.
2050 static short calc_to_hit(player_type *player_ptr, INVENTORY_IDX slot, bool is_real_value)
2055 hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2056 hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2058 /* Temporary bonuses */
2059 if (is_blessed(player_ptr)) {
2063 if (is_hero(player_ptr)) {
2067 if (is_shero(player_ptr)) {
2071 auto player_stun = player_ptr->effects()->stun();
2072 hit -= player_stun->get_damage_penalty();
2073 player_hand calc_hand = PLAYER_HAND_OTHER;
2074 if (slot == INVEN_MAIN_HAND)
2075 calc_hand = PLAYER_HAND_MAIN;
2076 if (slot == INVEN_SUB_HAND)
2077 calc_hand = PLAYER_HAND_SUB;
2079 /* Default hand bonuses */
2080 if (main_attack_hand(player_ptr) == calc_hand) {
2081 switch (player_melee_type(player_ptr)) {
2082 case MELEE_TYPE_BAREHAND_MAIN:
2083 if (player_ptr->riding)
2086 case MELEE_TYPE_BAREHAND_SUB:
2087 if (player_ptr->riding)
2090 case MELEE_TYPE_BAREHAND_TWO:
2091 hit += (player_ptr->skill_exp[PlayerSkillKindType::MARTIAL_ARTS] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2098 if ((is_martial_arts_mode(player_ptr) && empty_hands(player_ptr, false) == (EMPTY_HAND_MAIN | EMPTY_HAND_SUB))
2099 || !has_disable_two_handed_bonus(player_ptr, calc_hand)) {
2101 bonus_to_h = ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128) + ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2102 hit += std::max<int>(bonus_to_h, 1);
2106 /* Bonuses and penalties by weapon */
2107 if (has_melee_weapon(player_ptr, slot)) {
2108 object_type *o_ptr = &player_ptr->inventory_list[slot];
2109 auto flgs = object_flags(o_ptr);
2111 /* Traind bonuses */
2112 hit += (player_ptr->weapon_exp[o_ptr->tval][o_ptr->sval] - PlayerSkill::weapon_exp_at(PlayerSkillRank::BEGINNER)) / 200;
2114 /* Weight penalty */
2115 if (calc_weapon_weight_limit(player_ptr) < o_ptr->weight / 10) {
2116 hit += 2 * (calc_weapon_weight_limit(player_ptr) - o_ptr->weight / 10);
2119 /* Low melee penalty */
2120 if ((o_ptr->is_fully_known() || is_real_value) && o_ptr->curse_flags.has(TRC::LOW_MELEE)) {
2121 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
2128 /* Riding bonus and penalty */
2129 if (player_ptr->riding > 0) {
2130 if (o_ptr->is_lance()) {
2132 } else if (flgs.has_not(TR_RIDING)) {
2134 if ((player_ptr->pclass == PlayerClassType::BEASTMASTER) || (player_ptr->pclass == PlayerClassType::CAVALRY)) {
2137 penalty = r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx].level - player_ptr->skill_exp[PlayerSkillKindType::RIDING] / 80;
2148 /* Class penalties */
2149 if ((player_ptr->pclass == PlayerClassType::PRIEST) && (flgs.has_not(TR_BLESSED)) && ((o_ptr->tval == ItemKindType::SWORD) || (o_ptr->tval == ItemKindType::POLEARM))) {
2151 } else if (player_ptr->pclass == PlayerClassType::BERSERKER) {
2152 hit += player_ptr->lev / 5;
2153 if (((calc_hand == PLAYER_HAND_MAIN) && !can_attack_with_sub_hand(player_ptr)) || has_two_handed_weapons(player_ptr)) {
2154 hit += player_ptr->lev / 5;
2156 } else if (player_ptr->pclass == PlayerClassType::SORCERER) {
2157 if (!((o_ptr->tval == ItemKindType::HAFTED) && ((o_ptr->sval == SV_WIZSTAFF) || (o_ptr->sval == SV_NAMAKE_HAMMER)))) {
2164 if (has_not_ninja_weapon(player_ptr, (int)calc_hand) || has_not_monk_weapon(player_ptr, (int)calc_hand)) {
2168 /* Hex realm bonuses */
2169 if ((player_ptr->realm1 == REALM_HEX) && o_ptr->is_cursed()) {
2170 if (o_ptr->curse_flags.has(TRC::CURSED)) {
2173 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
2176 if (o_ptr->curse_flags.has(TRC::PERMA_CURSE)) {
2179 if (o_ptr->curse_flags.has(TRC::TY_CURSE)) {
2185 /* Bonuses from inventory */
2186 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2187 object_type *o_ptr = &player_ptr->inventory_list[i];
2189 /* Ignore empty hands, handed weapons, bows and capture balls */
2190 if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i))
2191 || (i == INVEN_SUB_HAND && has_melee_weapon(player_ptr, i)) || i == INVEN_BOW)
2194 /* Fake value does not include unknown objects' value */
2195 if (!o_ptr->is_known() && !is_real_value)
2198 int bonus_to_h = o_ptr->to_h;
2200 /* When wields only a weapon */
2201 if (player_ptr->pclass == PlayerClassType::NINJA) {
2202 if (o_ptr->to_h > 0)
2203 bonus_to_h = (o_ptr->to_h + 1) / 2;
2206 switch (player_melee_type(player_ptr)) {
2207 case MELEE_TYPE_BAREHAND_TWO: /* fall through */
2208 case MELEE_TYPE_WEAPON_TWOHAND:
2209 if (calc_hand == main_attack_hand(player_ptr))
2210 hit += (int16_t)bonus_to_h;
2213 case MELEE_TYPE_BAREHAND_MAIN: /* fall through */
2214 case MELEE_TYPE_WEAPON_MAIN:
2215 if ((calc_hand == PLAYER_HAND_MAIN) && (i != INVEN_SUB_RING))
2216 hit += (int16_t)bonus_to_h;
2219 case MELEE_TYPE_BAREHAND_SUB: /* fall through */
2220 case MELEE_TYPE_WEAPON_SUB:
2221 if ((calc_hand == PLAYER_HAND_SUB) && (i != INVEN_MAIN_RING))
2222 hit += (int16_t)bonus_to_h;
2225 case MELEE_TYPE_WEAPON_DOUBLE:
2226 if (calc_hand == PLAYER_HAND_MAIN) {
2227 if (i == INVEN_MAIN_RING) {
2228 hit += (int16_t)bonus_to_h;
2229 } else if (i != INVEN_SUB_RING) {
2230 hit += (bonus_to_h > 0) ? (bonus_to_h + 1) / 2 : bonus_to_h;
2233 if (calc_hand == PLAYER_HAND_SUB) {
2234 if (i == INVEN_SUB_RING) {
2235 hit += (int16_t)bonus_to_h;
2236 } else if (i != INVEN_MAIN_RING) {
2237 hit += (bonus_to_h > 0) ? bonus_to_h / 2 : bonus_to_h;
2242 case MELEE_TYPE_SHIELD_DOUBLE:
2250 /* Martial arts bonus */
2251 if (is_martial_arts_mode(player_ptr) && (!heavy_armor(player_ptr) || player_ptr->pclass != PlayerClassType::BERSERKER)) {
2252 hit += (player_ptr->lev / 3);
2255 /* Two handed combat penalty */
2256 hit -= calc_double_weapon_penalty(player_ptr, slot);
2258 // 朱雀の構えをとっているとき、格闘命中に -(レベル)/3 の修正を得る。
2259 if (PlayerClass(player_ptr).monk_stance_is(MonkStance::SUZAKU)) {
2260 if (is_martial_arts_mode(player_ptr) && calc_hand == PLAYER_HAND_MAIN) {
2261 hit -= (player_ptr->lev / 3);
2265 return static_cast<short>(hit);
2268 static int16_t calc_to_hit_bow(player_type *player_ptr, bool is_real_value)
2272 pow += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2273 pow += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2277 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2279 if (o_ptr->curse_flags.has(TRC::LOW_MELEE)) {
2280 if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
2289 auto player_stun = player_ptr->effects()->stun();
2290 pow -= player_stun->get_damage_penalty();
2291 if (is_blessed(player_ptr)) {
2295 if (is_hero(player_ptr)) {
2299 if (is_shero(player_ptr)) {
2303 object_type *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
2305 if (is_heavy_shoot(player_ptr, o_ptr)) {
2306 pow += 2 * (calc_bow_weight_limit(player_ptr) - o_ptr->weight / 10);
2310 if (o_ptr->k_idx && !is_heavy_shoot(player_ptr, &player_ptr->inventory_list[INVEN_BOW])) {
2311 if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT)) {
2312 pow += (10 + (player_ptr->lev / 5));
2318 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2320 o_ptr = &player_ptr->inventory_list[i];
2321 if (!o_ptr->k_idx || o_ptr->tval == ItemKindType::CAPTURE || (i == INVEN_MAIN_HAND && has_melee_weapon(player_ptr, i))
2322 || (i == INVEN_SUB_HAND && has_melee_weapon(player_ptr, i)) || i == INVEN_BOW)
2325 bonus_to_h = o_ptr->to_h;
2327 if (player_ptr->pclass == PlayerClassType::NINJA) {
2328 if (o_ptr->to_h > 0)
2329 bonus_to_h = (o_ptr->to_h + 1) / 2;
2332 if (is_real_value || o_ptr->is_known())
2333 pow += (int16_t)bonus_to_h;
2336 pow -= calc_riding_bow_penalty(player_ptr);
2341 static int16_t calc_to_damage_misc(player_type *player_ptr)
2347 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2348 o_ptr = &player_ptr->inventory_list[i];
2352 int bonus_to_d = o_ptr->to_d;
2353 if (player_ptr->pclass == PlayerClassType::NINJA) {
2354 if (o_ptr->to_d > 0)
2355 bonus_to_d = (o_ptr->to_d + 1) / 2;
2357 to_dam += (int16_t)bonus_to_d;
2360 if (is_shero(player_ptr)) {
2361 to_dam += 3 + (player_ptr->lev / 5);
2364 auto player_stun = player_ptr->effects()->stun();
2365 to_dam -= player_stun->get_damage_penalty();
2366 to_dam += ((int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
2370 static int16_t calc_to_hit_misc(player_type *player_ptr)
2376 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
2377 o_ptr = &player_ptr->inventory_list[i];
2381 int bonus_to_h = o_ptr->to_h;
2382 if (player_ptr->pclass == PlayerClassType::NINJA) {
2383 if (o_ptr->to_h > 0)
2384 bonus_to_h = (o_ptr->to_h + 1) / 2;
2386 to_hit += (int16_t)bonus_to_h;
2389 if (is_blessed(player_ptr)) {
2393 if (is_hero(player_ptr)) {
2397 if (is_shero(player_ptr)) {
2401 auto player_stun = player_ptr->effects()->stun();
2402 to_hit -= player_stun->get_damage_penalty();
2403 to_hit += ((int)(adj_dex_th[player_ptr->stat_index[A_DEX]]) - 128);
2404 to_hit += ((int)(adj_str_th[player_ptr->stat_index[A_STR]]) - 128);
2409 static DICE_NUMBER calc_to_weapon_dice_num(player_type *player_ptr, INVENTORY_IDX slot)
2411 auto *o_ptr = &player_ptr->inventory_list[slot];
2412 return (player_ptr->riding > 0) && o_ptr->is_lance() ? 2 : 0;
2416 * @brief プレイヤーの所持重量制限を計算する /
2417 * Computes current weight limit.
2420 WEIGHT calc_weight_limit(player_type *player_ptr)
2422 WEIGHT i = (WEIGHT)adj_str_wgt[player_ptr->stat_index[A_STR]] * 50;
2423 if (player_ptr->pclass == PlayerClassType::BERSERKER)
2429 * @brief update のフラグに応じた更新をまとめて行う / Handle "update"
2430 * @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。
2432 void update_creature(player_type *player_ptr)
2434 if (!player_ptr->update)
2437 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2438 if (any_bits(player_ptr->update, (PU_AUTODESTROY))) {
2439 reset_bits(player_ptr->update, PU_AUTODESTROY);
2440 autopick_delayed_alter(player_ptr);
2443 if (any_bits(player_ptr->update, (PU_COMBINE))) {
2444 reset_bits(player_ptr->update, PU_COMBINE);
2445 combine_pack(player_ptr);
2448 if (any_bits(player_ptr->update, (PU_REORDER))) {
2449 reset_bits(player_ptr->update, PU_REORDER);
2450 reorder_pack(player_ptr);
2453 if (any_bits(player_ptr->update, (PU_BONUS))) {
2454 reset_bits(player_ptr->update, PU_BONUS);
2455 PlayerAlignment(player_ptr).update_alignment();
2456 update_bonuses(player_ptr);
2459 if (any_bits(player_ptr->update, (PU_TORCH))) {
2460 reset_bits(player_ptr->update, PU_TORCH);
2461 update_lite_radius(player_ptr);
2464 if (any_bits(player_ptr->update, (PU_HP))) {
2465 reset_bits(player_ptr->update, PU_HP);
2466 update_max_hitpoints(player_ptr);
2469 if (any_bits(player_ptr->update, (PU_MANA))) {
2470 reset_bits(player_ptr->update, PU_MANA);
2471 update_max_mana(player_ptr);
2474 if (any_bits(player_ptr->update, (PU_SPELLS))) {
2475 reset_bits(player_ptr->update, PU_SPELLS);
2476 update_num_of_spells(player_ptr);
2479 if (!w_ptr->character_generated)
2481 if (w_ptr->character_icky_depth > 0)
2483 if (any_bits(player_ptr->update, (PU_UN_LITE))) {
2484 reset_bits(player_ptr->update, PU_UN_LITE);
2485 forget_lite(floor_ptr);
2488 if (any_bits(player_ptr->update, (PU_UN_VIEW))) {
2489 reset_bits(player_ptr->update, PU_UN_VIEW);
2490 forget_view(floor_ptr);
2493 if (any_bits(player_ptr->update, (PU_VIEW))) {
2494 reset_bits(player_ptr->update, PU_VIEW);
2495 update_view(player_ptr);
2498 if (any_bits(player_ptr->update, (PU_LITE))) {
2499 reset_bits(player_ptr->update, PU_LITE);
2500 update_lite(player_ptr);
2503 if (any_bits(player_ptr->update, (PU_FLOW))) {
2504 reset_bits(player_ptr->update, PU_FLOW);
2505 update_flow(player_ptr);
2508 if (any_bits(player_ptr->update, (PU_DISTANCE))) {
2509 reset_bits(player_ptr->update, PU_DISTANCE);
2511 update_monsters(player_ptr, true);
2514 if (any_bits(player_ptr->update, (PU_MON_LITE))) {
2515 reset_bits(player_ptr->update, PU_MON_LITE);
2516 update_mon_lite(player_ptr);
2519 if (any_bits(player_ptr->update, (PU_DELAY_VIS))) {
2520 reset_bits(player_ptr->update, PU_DELAY_VIS);
2521 delayed_visual_update(player_ptr);
2524 if (any_bits(player_ptr->update, (PU_MONSTERS))) {
2525 reset_bits(player_ptr->update, PU_MONSTERS);
2526 update_monsters(player_ptr, false);
2531 * @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
2532 * @return 魔道書を一冊も持っていないならTRUEを返す
2534 bool player_has_no_spellbooks(player_type *player_ptr)
2537 for (int i = 0; i < INVEN_PACK; i++) {
2538 o_ptr = &player_ptr->inventory_list[i];
2539 if (o_ptr->k_idx && check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval))
2543 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2544 for (const auto this_o_idx : floor_ptr->grid_array[player_ptr->y][player_ptr->x].o_idx_list) {
2545 o_ptr = &floor_ptr->o_list[this_o_idx];
2546 if (o_ptr->k_idx && any_bits(o_ptr->marked, OM_FOUND) && check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval))
2554 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
2557 * @return 配置に成功したらTRUE
2559 bool player_place(player_type *player_ptr, POSITION y, POSITION x)
2561 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0)
2564 /* Save player location */
2571 * @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
2573 void wreck_the_pattern(player_type *player_ptr)
2575 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2576 int pattern_type = f_info[floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2577 if (pattern_type == PATTERN_TILE_WRECKED)
2580 msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
2581 msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
2583 if (!is_invuln(player_ptr))
2584 take_hit(player_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"));
2586 int to_ruin = randint1(45) + 35;
2589 scatter(player_ptr, &r_y, &r_x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
2591 if (pattern_tile(floor_ptr, r_y, r_x) && (f_info[floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED)) {
2592 cave_set_feat(player_ptr, r_y, r_x, feat_pattern_corrupted);
2596 cave_set_feat(player_ptr, player_ptr->y, player_ptr->x, feat_pattern_corrupted);
2600 * @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 /
2601 * Advance experience levels and print experience
2603 void check_experience(player_type *player_ptr)
2605 if (player_ptr->exp < 0)
2606 player_ptr->exp = 0;
2607 if (player_ptr->max_exp < 0)
2608 player_ptr->max_exp = 0;
2609 if (player_ptr->max_max_exp < 0)
2610 player_ptr->max_max_exp = 0;
2612 if (player_ptr->exp > PY_MAX_EXP)
2613 player_ptr->exp = PY_MAX_EXP;
2614 if (player_ptr->max_exp > PY_MAX_EXP)
2615 player_ptr->max_exp = PY_MAX_EXP;
2616 if (player_ptr->max_max_exp > PY_MAX_EXP)
2617 player_ptr->max_max_exp = PY_MAX_EXP;
2619 if (player_ptr->exp > player_ptr->max_exp)
2620 player_ptr->max_exp = player_ptr->exp;
2621 if (player_ptr->max_exp > player_ptr->max_max_exp)
2622 player_ptr->max_max_exp = player_ptr->max_exp;
2624 set_bits(player_ptr->redraw, PR_EXP);
2625 handle_stuff(player_ptr);
2627 bool android = player_ptr->prace == PlayerRaceType::ANDROID;
2628 PLAYER_LEVEL old_lev = player_ptr->lev;
2629 while ((player_ptr->lev > 1) && (player_ptr->exp < ((android ? player_exp_a : player_exp)[player_ptr->lev - 2] * player_ptr->expfact / 100L))) {
2631 set_bits(player_ptr->update, PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2632 set_bits(player_ptr->redraw, PR_LEV | PR_TITLE);
2633 set_bits(player_ptr->window_flags, PW_PLAYER);
2634 handle_stuff(player_ptr);
2637 bool level_reward = false;
2638 bool level_mutation = false;
2639 bool level_inc_stat = false;
2640 while ((player_ptr->lev < PY_MAX_LEVEL)
2641 && (player_ptr->exp >= ((android ? player_exp_a : player_exp)[player_ptr->lev - 1] * player_ptr->expfact / 100L))) {
2643 if (player_ptr->lev > player_ptr->max_plv) {
2644 player_ptr->max_plv = player_ptr->lev;
2646 if ((player_ptr->pclass == PlayerClassType::CHAOS_WARRIOR) || player_ptr->muta.has(PlayerMutationType::CHAOS_GIFT)) {
2647 level_reward = true;
2649 if (player_ptr->prace == PlayerRaceType::BEASTMAN) {
2651 level_mutation = true;
2653 level_inc_stat = true;
2655 exe_write_diary(player_ptr, DIARY_LEVELUP, player_ptr->lev, nullptr);
2659 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), player_ptr->lev);
2660 set_bits(player_ptr->update, (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS));
2661 set_bits(player_ptr->redraw, (PR_LEV | PR_TITLE | PR_EXP));
2662 set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL | PW_INVEN));
2663 player_ptr->level_up_message = true;
2664 handle_stuff(player_ptr);
2666 player_ptr->level_up_message = false;
2667 if (level_inc_stat) {
2668 if (!(player_ptr->max_plv % 10)) {
2675 cnv_stat(player_ptr->stat_max[0], tmp);
2676 prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
2677 cnv_stat(player_ptr->stat_max[1], tmp);
2678 prt(format(_(" b) 知能 (現在値 %s)", " b) Int (cur %s)"), tmp), 3, 14);
2679 cnv_stat(player_ptr->stat_max[2], tmp);
2680 prt(format(_(" c) 賢さ (現在値 %s)", " c) Wis (cur %s)"), tmp), 4, 14);
2681 cnv_stat(player_ptr->stat_max[3], tmp);
2682 prt(format(_(" d) 器用 (現在値 %s)", " d) Dex (cur %s)"), tmp), 5, 14);
2683 cnv_stat(player_ptr->stat_max[4], tmp);
2684 prt(format(_(" e) 耐久 (現在値 %s)", " e) Con (cur %s)"), tmp), 6, 14);
2685 cnv_stat(player_ptr->stat_max[5], tmp);
2686 prt(format(_(" f) 魅力 (現在値 %s)", " f) Chr (cur %s)"), tmp), 7, 14);
2689 prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
2693 if ((choice >= 'a') && (choice <= 'f'))
2696 for (n = 0; n < A_MAX; n++)
2697 if (n != choice - 'a')
2699 if (get_check(_("よろしいですか?", "Are you sure? ")))
2702 do_inc_stat(player_ptr, choice - 'a');
2704 } else if (!(player_ptr->max_plv % 2))
2705 do_inc_stat(player_ptr, randint0(6));
2708 if (level_mutation) {
2709 msg_print(_("あなたは変わった気がする...", "You feel different..."));
2710 (void)gain_mutation(player_ptr, 0);
2711 level_mutation = false;
2715 * 報酬でレベルが上ると再帰的に check_experience(player_ptr) が
2719 patron_list[player_ptr->chaos_patron].gain_level_reward(player_ptr, 0);
2720 level_reward = false;
2723 set_bits(player_ptr->update, PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2724 set_bits(player_ptr->redraw, (PR_LEV | PR_TITLE));
2725 set_bits(player_ptr->window_flags, (PW_PLAYER | PW_SPELL));
2726 handle_stuff(player_ptr);
2729 if (old_lev != player_ptr->lev)
2730 autopick_load_pref(player_ptr, false);
2734 * @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
2736 * @param out_val 出力先文字列ポインタ
2738 void cnv_stat(int val, char *out_val)
2741 sprintf(out_val, " %2d", val);
2745 int bonus = (val - 18);
2747 sprintf(out_val, "18/%3s", "***");
2748 } else if (bonus >= 100) {
2749 sprintf(out_val, "18/%03d", bonus);
2751 sprintf(out_val, " 18/%02d", bonus);
2756 * @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。
2757 * Modify a stat value by a "modifier", return new value
2759 * @param amount 加減算値
2763 * Stats go up: 3,4,...,17,18,18/10,18/20,...,18/220
2764 * Or even: 18/13, 18/23, 18/33, ..., 18/220
2765 * Stats go down: 18/220, 18/210,..., 18/10, 18, 17, ..., 3
2766 * Or even: 18/13, 18/03, 18, 17, ..., 3
2769 int16_t modify_stat_value(int value, int amount)
2772 for (int i = 0; i < amount; i++) {
2778 } else if (amount < 0) {
2779 for (int i = 0; i < (0 - amount); i++) {
2780 if (value >= 18 + 10)
2782 else if (value > 18)
2789 return (int16_t)value;
2794 * Hack -- Calculates the total number of points earned -JWT-
2797 long calc_score(player_type *player_ptr)
2799 int arena_win = std::min<int>(player_ptr->arena_number, MAX_ARENA_MONS);
2812 if (ironman_small_levels)
2814 if (ironman_empty_levels)
2820 if (ironman_nightmare)
2827 for (const auto &d_ref : d_info)
2828 if (max_dl < max_dlv[d_ref.idx])
2829 max_dl = max_dlv[d_ref.idx];
2831 uint32_t point_l = (player_ptr->max_max_exp + (100 * max_dl));
2832 uint32_t point_h = point_l / 0x10000L;
2833 point_l = point_l % 0x10000L;
2836 point_h += point_l / 0x10000L;
2837 point_l %= 0x10000L;
2839 point_l += ((point_h % 100) << 16);
2843 uint32_t point = (point_h << 16) + (point_l);
2844 if (player_ptr->arena_number >= 0)
2845 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
2847 if (ironman_downward)
2849 if (player_ptr->pclass == PlayerClassType::BERSERKER) {
2850 if (player_ptr->prace == PlayerRaceType::SPECTRE)
2854 if ((player_ptr->ppersonality == PERSONALITY_MUNCHKIN) && point) {
2856 if (w_ptr->total_winner)
2864 * @param player_ptr プレイヤーへの参照ポインタ
2865 * @return 祝福状態ならばTRUE
2867 bool is_blessed(player_type *player_ptr)
2869 return player_ptr->blessed || music_singing(player_ptr, MUSIC_BLESS) || SpellHex(player_ptr).is_spelling_specific(HEX_BLESS);
2872 bool is_tim_esp(player_type *player_ptr)
2874 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
2875 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
2876 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
2879 bool is_tim_stealth(player_type *player_ptr)
2881 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
2884 bool is_time_limit_esp(player_type *player_ptr)
2886 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
2887 auto sniper_concent = sniper_data ? sniper_data->concent : 0;
2888 return player_ptr->tim_esp || music_singing(player_ptr, MUSIC_MIND) || (sniper_concent >= CONCENT_TELE_THRESHOLD);
2891 bool is_time_limit_stealth(player_type *player_ptr)
2893 return player_ptr->tim_stealth || music_singing(player_ptr, MUSIC_STEALTH);
2897 * @brief 口を使う継続的な処理を中断する
2898 * @param player_ptr プレイヤーへの参照ポインタ
2900 void stop_mouth(player_type *player_ptr)
2902 if (music_singing_any(player_ptr))
2903 stop_singing(player_ptr);
2905 if (SpellHex(player_ptr).is_spelling_any()) {
2906 (void)SpellHex(player_ptr).stop_all_spells();
2910 bool is_fast(player_type *player_ptr)
2912 return player_ptr->fast || music_singing(player_ptr, MUSIC_SPEED) || music_singing(player_ptr, MUSIC_SHERO);
2915 bool is_invuln(player_type *player_ptr)
2917 return player_ptr->invuln || music_singing(player_ptr, MUSIC_INVULN);
2920 bool is_hero(player_type *player_ptr)
2922 return player_ptr->hero || music_singing(player_ptr, MUSIC_HERO) || music_singing(player_ptr, MUSIC_SHERO);
2925 bool is_shero(player_type *player_ptr)
2927 return player_ptr->shero || player_ptr->pclass == PlayerClassType::BERSERKER;
2930 bool is_echizen(player_type *player_ptr)
2932 return (player_ptr->ppersonality == PERSONALITY_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON);
2935 bool is_chargeman(player_type *player_ptr)
2937 return player_ptr->ppersonality == PERSONALITY_CHARGEMAN;
2940 WEIGHT calc_weapon_weight_limit(player_type *player_ptr)
2942 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
2944 if (has_two_handed_weapons(player_ptr))
2950 WEIGHT calc_bow_weight_limit(player_type *player_ptr)
2952 WEIGHT weight = adj_str_hold[player_ptr->stat_index[A_STR]];
2957 static player_hand main_attack_hand(player_type *player_ptr)
2959 switch (player_melee_type(player_ptr)) {
2960 case MELEE_TYPE_BAREHAND_TWO:
2961 return PLAYER_HAND_MAIN;
2962 case MELEE_TYPE_BAREHAND_MAIN:
2963 return PLAYER_HAND_MAIN;
2964 case MELEE_TYPE_BAREHAND_SUB:
2965 return PLAYER_HAND_SUB;
2966 case MELEE_TYPE_WEAPON_MAIN:
2967 return PLAYER_HAND_MAIN;
2968 case MELEE_TYPE_WEAPON_SUB:
2969 return PLAYER_HAND_SUB;
2970 case MELEE_TYPE_WEAPON_TWOHAND:
2971 return has_melee_weapon(player_ptr, INVEN_MAIN_HAND) ? PLAYER_HAND_MAIN : PLAYER_HAND_SUB;
2972 case MELEE_TYPE_WEAPON_DOUBLE:
2973 return PLAYER_HAND_MAIN;
2974 case MELEE_TYPE_SHIELD_DOUBLE:
2975 return PLAYER_HAND_MAIN;
2977 return PLAYER_HAND_MAIN;