2 * @brief 自己分析処理/ Self knowledge
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
13 #include "player-info/self-info.h"
14 #include "avatar/avatar.h"
15 #include "io/input-key-acceptor.h"
16 #include "object-enchant/trc-types.h"
17 #include "player-info/base-status-info.h"
18 #include "player-info/body-improvement-info.h"
19 #include "player-info/class-ability-info.h"
20 #include "player-info/mutation-info.h"
21 #include "player-info/race-ability-info.h"
22 #include "player-info/race-info.h"
23 #include "player-info/resistance-info.h"
24 #include "player-info/self-info-util.h"
25 #include "player-info/weapon-effect-info.h"
26 #include "player/attack-defense-types.h"
27 #include "player/player-status-flags.h"
28 #include "player/player-status.h"
29 #include "system/player-type-definition.h"
30 #include "term/screen-processor.h"
31 #include "timed-effect/player-blindness.h"
32 #include "timed-effect/player-confusion.h"
33 #include "timed-effect/player-cut.h"
34 #include "timed-effect/player-fear.h"
35 #include "timed-effect/player-hallucination.h"
36 #include "timed-effect/player-poison.h"
37 #include "timed-effect/player-stun.h"
38 #include "timed-effect/timed-effects.h"
39 #include "view/display-self-info.h"
41 static void set_bad_status_info(PlayerType *player_ptr, self_info_type *self_ptr)
43 auto effects = player_ptr->effects();
44 if (effects->blindness()->is_blind()) {
45 self_ptr->info[self_ptr->line++] = _("あなたは目が見えない。", "You cannot see.");
48 if (effects->confusion()->is_confused()) {
49 self_ptr->info[self_ptr->line++] = _("あなたは混乱している。", "You are confused.");
52 if (effects->fear()->is_fearful()) {
53 self_ptr->info[self_ptr->line++] = _("あなたは恐怖に侵されている。", "You are terrified.");
56 if (effects->cut()->is_cut()) {
57 self_ptr->info[self_ptr->line++] = _("あなたは出血している。", "You are bleeding.");
60 if (effects->stun()->is_stunned()) {
61 self_ptr->info[self_ptr->line++] = _("あなたはもうろうとしている。", "You are stunned.");
64 if (effects->poison()->is_poisoned()) {
65 self_ptr->info[self_ptr->line++] = _("あなたは毒に侵されている。", "You are poisoned.");
68 if (effects->hallucination()->is_hallucinated()) {
69 self_ptr->info[self_ptr->line++] = _("あなたは幻覚を見ている。", "You are hallucinating.");
73 static void set_curse_info(PlayerType *player_ptr, self_info_type *self_ptr)
75 if (player_ptr->cursed.has(CurseTraitType::TY_CURSE)) {
76 self_ptr->info[self_ptr->line++] = _("あなたは邪悪な怨念に包まれている。", "You carry an ancient foul curse.");
79 if (has_aggravate(player_ptr)) {
80 self_ptr->info[self_ptr->line++] = _("あなたはモンスターを怒らせている。", "You aggravate monsters.");
83 if (player_ptr->cursed.has(CurseTraitType::DRAIN_EXP)) {
84 self_ptr->info[self_ptr->line++] = _("あなたは経験値を吸われている。", "You occasionally lose experience for no reason.");
87 if (player_ptr->cursed.has(CurseTraitType::SLOW_REGEN)) {
88 self_ptr->info[self_ptr->line++] = _("あなたの回復力は非常に遅い。", "You regenerate slowly.");
91 if (player_ptr->cursed.has(CurseTraitType::ADD_L_CURSE)) {
92 self_ptr->info[self_ptr->line++] = _("あなたの弱い呪いは増える。", "Your weak curses multiply.");
95 if (player_ptr->cursed.has(CurseTraitType::ADD_H_CURSE)) {
96 self_ptr->info[self_ptr->line++] = _("あなたの強い呪いは増える。", "Your heavy curses multiply.");
99 if (player_ptr->cursed.has(CurseTraitType::CALL_ANIMAL)) {
100 self_ptr->info[self_ptr->line++] = _("あなたは動物に狙われている。", "You attract animals.");
103 if (player_ptr->cursed.has(CurseTraitType::CALL_DEMON)) {
104 self_ptr->info[self_ptr->line++] = _("あなたは悪魔に狙われている。", "You attract demons.");
107 if (player_ptr->cursed.has(CurseTraitType::CALL_DRAGON)) {
108 self_ptr->info[self_ptr->line++] = _("あなたはドラゴンに狙われている。", "You attract dragons.");
111 if (player_ptr->cursed.has(CurseTraitType::COWARDICE)) {
112 self_ptr->info[self_ptr->line++] = _("あなたは時々臆病になる。", "You are subject to cowardice.");
115 if (player_ptr->cursed.has(CurseTraitType::BERS_RAGE)) {
116 self_ptr->info[self_ptr->line++] = _("あなたは狂戦士化の発作を起こす。", "You are subject to berserker fits.");
119 if (player_ptr->cursed.has(CurseTraitType::TELEPORT)) {
120 self_ptr->info[self_ptr->line++] = _("あなたの位置はひじょうに不安定だ。", "Your position is very uncertain.");
123 if (player_ptr->cursed.has(CurseTraitType::LOW_MELEE)) {
124 self_ptr->info[self_ptr->line++] = _("あなたの武器は攻撃を外しやすい。", "Your weapon causes you to miss blows.");
127 if (player_ptr->cursed.has(CurseTraitType::LOW_AC)) {
128 self_ptr->info[self_ptr->line++] = _("あなたは攻撃を受けやすい。", "You are subject to be hit.");
131 if (player_ptr->cursed.has(CurseTraitType::HARD_SPELL)) {
132 self_ptr->info[self_ptr->line++] = _("あなたは魔法を失敗しやすい。", "Your spells fail more frequently.");
135 if (player_ptr->cursed.has(CurseTraitType::FAST_DIGEST)) {
136 self_ptr->info[self_ptr->line++] = _("あなたはすぐお腹がへる。", "You have a good appetite.");
139 if (player_ptr->cursed.has(CurseTraitType::DRAIN_HP)) {
140 self_ptr->info[self_ptr->line++] = _("あなたは体力を吸われている。", "You occasionally lose hit points for no reason.");
143 if (player_ptr->cursed.has(CurseTraitType::DRAIN_MANA)) {
144 self_ptr->info[self_ptr->line++] = _("あなたは魔力を吸われている。", "You occasionally lose spell points for no reason.");
148 static void set_special_attack_info(PlayerType *player_ptr, self_info_type *self_ptr)
150 if (player_ptr->special_attack & ATTACK_CONFUSE) {
151 self_ptr->info[self_ptr->line++] = _("あなたの手は赤く輝いている。", "Your hands are glowing dull red.");
154 if (player_ptr->special_attack & ATTACK_FIRE) {
155 self_ptr->info[self_ptr->line++] = _("あなたの手は火炎に覆われている。", "You can strike the enemy with flame.");
158 if (player_ptr->special_attack & ATTACK_COLD) {
159 self_ptr->info[self_ptr->line++] = _("あなたの手は冷気に覆われている。", "You can strike the enemy with cold.");
162 if (player_ptr->special_attack & ATTACK_ACID) {
163 self_ptr->info[self_ptr->line++] = _("あなたの手は酸に覆われている。", "You can strike the enemy with acid.");
166 if (player_ptr->special_attack & ATTACK_ELEC) {
167 self_ptr->info[self_ptr->line++] = _("あなたの手は電撃に覆われている。", "You can strike the enemy with electoric shock.");
170 if (player_ptr->special_attack & ATTACK_POIS) {
171 self_ptr->info[self_ptr->line++] = _("あなたの手は毒に覆われている。", "You can strike the enemy with poison.");
175 static void set_esp_info(PlayerType *player_ptr, self_info_type *self_ptr)
177 if (player_ptr->telepathy) {
178 self_ptr->info[self_ptr->line++] = _("あなたはテレパシー能力を持っている。", "You have ESP.");
181 if (player_ptr->esp_animal) {
182 self_ptr->info[self_ptr->line++] = _("あなたは自然界の生物の存在を感じる能力を持っている。", "You sense natural creatures.");
185 if (player_ptr->esp_undead) {
186 self_ptr->info[self_ptr->line++] = _("あなたはアンデッドの存在を感じる能力を持っている。", "You sense undead.");
189 if (player_ptr->esp_demon) {
190 self_ptr->info[self_ptr->line++] = _("あなたは悪魔の存在を感じる能力を持っている。", "You sense demons.");
193 if (player_ptr->esp_orc) {
194 self_ptr->info[self_ptr->line++] = _("あなたはオークの存在を感じる能力を持っている。", "You sense orcs.");
197 if (player_ptr->esp_troll) {
198 self_ptr->info[self_ptr->line++] = _("あなたはトロルの存在を感じる能力を持っている。", "You sense trolls.");
201 if (player_ptr->esp_giant) {
202 self_ptr->info[self_ptr->line++] = _("あなたは巨人の存在を感じる能力を持っている。", "You sense giants.");
205 if (player_ptr->esp_dragon) {
206 self_ptr->info[self_ptr->line++] = _("あなたはドラゴンの存在を感じる能力を持っている。", "You sense dragons.");
209 if (player_ptr->esp_human) {
210 self_ptr->info[self_ptr->line++] = _("あなたは人間の存在を感じる能力を持っている。", "You sense humans.");
213 if (player_ptr->esp_evil) {
214 self_ptr->info[self_ptr->line++] = _("あなたは邪悪な生き物の存在を感じる能力を持っている。", "You sense evil creatures.");
217 if (player_ptr->esp_good) {
218 self_ptr->info[self_ptr->line++] = _("あなたは善良な生き物の存在を感じる能力を持っている。", "You sense good creatures.");
221 if (player_ptr->esp_nonliving) {
222 self_ptr->info[self_ptr->line++] = _("あなたは活動する無生物体の存在を感じる能力を持っている。", "You sense non-living creatures.");
225 if (player_ptr->esp_unique) {
226 self_ptr->info[self_ptr->line++] = _("あなたは特別な強敵の存在を感じる能力を持っている。", "You sense unique monsters.");
231 * @brief 自己分析処理(Nethackからのアイデア) / self-knowledge... idea from nethack.
234 * Useful for determining powers and
235 * resistences of items. It saves the screen, clears it, then starts listing
236 * attributes, a screenful at a time. (There are a LOT of attributes to
237 * list. It will probably take 2 or 3 screens for a powerful character whose
238 * using several artifacts...) -CFT
240 * It is now a lot more efficient. -BEN-
242 * See also "identify_fully()".
244 * Use the "show_file()" method, perhaps.
247 void self_knowledge(PlayerType *player_ptr)
249 self_info_type tmp_si;
250 self_info_type *self_ptr = initialize_self_info_type(&tmp_si);
251 display_life_rating(player_ptr, self_ptr);
252 chg_virtue(player_ptr, V_KNOWLEDGE, 1);
253 chg_virtue(player_ptr, V_ENLIGHTEN, 1);
254 display_max_base_status(player_ptr, self_ptr);
255 display_virtue(player_ptr, self_ptr);
256 self_ptr->info[self_ptr->line++] = "";
257 if (player_ptr->mimic_form != MimicKindType::NONE) {
258 display_mimic_race_ability(player_ptr, self_ptr);
260 set_race_ability_info(player_ptr, self_ptr);
263 set_class_ability_info(player_ptr, self_ptr);
264 set_mutation_info(player_ptr, self_ptr);
265 set_bad_status_info(player_ptr, self_ptr);
266 set_curse_info(player_ptr, self_ptr);
267 set_body_improvement_info_1(player_ptr, self_ptr);
268 set_special_attack_info(player_ptr, self_ptr);
269 switch (player_ptr->action) {
271 self_ptr->info[self_ptr->line++] = _("あなたはひじょうに注意深く周囲を見渡している。", "You are looking around very carefully.");
275 set_body_improvement_info_2(player_ptr, self_ptr);
276 set_esp_info(player_ptr, self_ptr);
277 set_body_improvement_info_3(player_ptr, self_ptr);
278 set_element_resistance_info(player_ptr, self_ptr);
279 set_high_resistance_info(player_ptr, self_ptr);
280 set_body_improvement_info_4(player_ptr, self_ptr);
281 set_status_sustain_info(player_ptr, self_ptr);
282 set_equipment_influence(player_ptr, self_ptr);
283 set_weapon_effect_info(player_ptr, self_ptr);
284 display_self_info(self_ptr);
288 * @brief 魔法効果時間のターン数に基づいて表現IDを返す。
292 static int report_magics_aux(int dur)
296 } else if (dur <= 10) {
298 } else if (dur <= 20) {
300 } else if (dur <= 50) {
302 } else if (dur <= 100) {
304 } else if (dur <= 200) {
311 static concptr report_magic_durations[] = { _("ごく短い間", "for a short time"), _("少しの間", "for a little while"), _("しばらくの間", "for a while"),
312 _("多少長い間", "for a long while"), _("長い間", "for a long time"), _("非常に長い間", "for a very long time"),
313 _("信じ難いほど長い間", "for an incredibly long time"), _("モンスターを攻撃するまで", "until you hit a monster") };
316 * @brief 現在の一時的効果一覧を返す / Report all currently active magical effects.
318 void report_magics(PlayerType *player_ptr)
323 const auto effects = player_ptr->effects();
324 const auto blindness = effects->blindness();
325 if (blindness->is_blind()) {
326 info2[i] = report_magics_aux(blindness->current());
327 info[i++] = _("あなたは目が見えない", "You cannot see");
330 const auto confusion = effects->confusion();
331 if (confusion->is_confused()) {
332 info2[i] = report_magics_aux(confusion->current());
333 info[i++] = _("あなたは混乱している", "You are confused");
336 if (effects->fear()->is_fearful()) {
337 info2[i] = report_magics_aux(effects->fear()->current());
338 info[i++] = _("あなたは恐怖に侵されている", "You are terrified");
341 const auto player_poison = effects->poison();
342 if (player_poison->is_poisoned()) {
343 info2[i] = report_magics_aux(player_poison->current());
344 info[i++] = _("あなたは毒に侵されている", "You are poisoned");
347 auto hallucination = effects->hallucination();
348 if (hallucination->is_hallucinated()) {
349 info2[i] = report_magics_aux(hallucination->current());
350 info[i++] = _("あなたは幻覚を見ている", "You are hallucinating");
353 if (player_ptr->blessed) {
354 info2[i] = report_magics_aux(player_ptr->blessed);
355 info[i++] = _("あなたは高潔さを感じている", "You feel rightous");
358 if (player_ptr->hero) {
359 info2[i] = report_magics_aux(player_ptr->hero);
360 info[i++] = _("あなたはヒーロー気分だ", "You feel heroic");
363 if (is_shero(player_ptr)) {
364 info2[i] = report_magics_aux(player_ptr->shero);
365 info[i++] = _("あなたは戦闘狂だ", "You are in a battle rage");
368 if (player_ptr->protevil) {
369 info2[i] = report_magics_aux(player_ptr->protevil);
370 info[i++] = _("あなたは邪悪なる存在から守られている", "You are protected from evil");
373 if (player_ptr->shield) {
374 info2[i] = report_magics_aux(player_ptr->shield);
375 info[i++] = _("あなたは神秘のシールドで守られている", "You are protected by a mystic shield");
378 if (player_ptr->invuln) {
379 info2[i] = report_magics_aux(player_ptr->invuln);
380 info[i++] = _("あなたは無敵だ", "You are invulnerable");
383 if (player_ptr->wraith_form) {
384 info2[i] = report_magics_aux(player_ptr->wraith_form);
385 info[i++] = _("あなたは幽体化している", "You are incorporeal");
388 if (player_ptr->special_attack & ATTACK_CONFUSE) {
390 info[i++] = _("あなたの手は赤く輝いている", "Your hands are glowing dull red.");
393 if (player_ptr->word_recall) {
394 info2[i] = report_magics_aux(player_ptr->word_recall);
395 info[i++] = _("この後帰還の詔が発動する", "You are waiting to be recalled");
398 if (player_ptr->alter_reality) {
399 info2[i] = report_magics_aux(player_ptr->alter_reality);
400 info[i++] = _("この後現実変容が発動する", "You waiting to be altered");
403 if (player_ptr->oppose_acid) {
404 info2[i] = report_magics_aux(player_ptr->oppose_acid);
405 info[i++] = _("あなたは酸への耐性を持っている", "You are resistant to acid");
408 if (player_ptr->oppose_elec) {
409 info2[i] = report_magics_aux(player_ptr->oppose_elec);
410 info[i++] = _("あなたは電撃への耐性を持っている", "You are resistant to lightning");
413 if (player_ptr->oppose_fire) {
414 info2[i] = report_magics_aux(player_ptr->oppose_fire);
415 info[i++] = _("あなたは火への耐性を持っている", "You are resistant to fire");
418 if (player_ptr->oppose_cold) {
419 info2[i] = report_magics_aux(player_ptr->oppose_cold);
420 info[i++] = _("あなたは冷気への耐性を持っている", "You are resistant to cold");
423 if (player_ptr->oppose_pois) {
424 info2[i] = report_magics_aux(player_ptr->oppose_pois);
425 info[i++] = _("あなたは毒への耐性を持っている", "You are resistant to poison");
430 /* Erase the screen */
431 for (int k = 1; k < 24; k++) {
435 prt(_(" 現在かかっている魔法 :", " Your Current Magic:"), 1, 15);
438 for (int j = 0; j < i; j++) {
439 sprintf(buf, _("%-28s : 期間 - %s ", "%s %s."), info[j], report_magic_durations[info2[j]]);
442 /* Every 20 entries (lines 2 to 21), start over */
443 if ((k == 22) && (j + 1 < i)) {
444 prt(_("-- 続く --", "-- more --"), k, 15);
452 prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 13);