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-confusion.h"
32 #include "timed-effect/player-cut.h"
33 #include "timed-effect/player-fear.h"
34 #include "timed-effect/player-hallucination.h"
35 #include "timed-effect/player-stun.h"
36 #include "timed-effect/timed-effects.h"
37 #include "view/display-self-info.h"
39 static void set_bad_status_info(PlayerType *player_ptr, self_info_type *self_ptr)
41 auto effects = player_ptr->effects();
42 if (player_ptr->blind) {
43 self_ptr->info[self_ptr->line++] = _("あなたは目が見えない。", "You cannot see.");
46 if (effects->confusion()->is_confused()) {
47 self_ptr->info[self_ptr->line++] = _("あなたは混乱している。", "You are confused.");
50 if (effects->fear()->is_fearful()) {
51 self_ptr->info[self_ptr->line++] = _("あなたは恐怖に侵されている。", "You are terrified.");
54 if (effects->cut()->is_cut()) {
55 self_ptr->info[self_ptr->line++] = _("あなたは出血している。", "You are bleeding.");
58 if (effects->stun()->is_stunned()) {
59 self_ptr->info[self_ptr->line++] = _("あなたはもうろうとしている。", "You are stunned.");
62 if (player_ptr->poisoned) {
63 self_ptr->info[self_ptr->line++] = _("あなたは毒に侵されている。", "You are poisoned.");
66 if (effects->hallucination()->is_hallucinated()) {
67 self_ptr->info[self_ptr->line++] = _("あなたは幻覚を見ている。", "You are hallucinating.");
71 static void set_curse_info(PlayerType *player_ptr, self_info_type *self_ptr)
73 if (player_ptr->cursed.has(CurseTraitType::TY_CURSE)) {
74 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.");
77 if (has_aggravate(player_ptr)) {
78 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.");
81 if (player_ptr->cursed.has(CurseTraitType::DRAIN_EXP)) {
82 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.");
85 if (player_ptr->cursed.has(CurseTraitType::SLOW_REGEN)) {
86 self_ptr->info[self_ptr->line++] = _("あなたの回復力は非常に遅い。", "You regenerate slowly.");
89 if (player_ptr->cursed.has(CurseTraitType::ADD_L_CURSE)) {
90 self_ptr->info[self_ptr->line++] = _("あなたの弱い呪いは増える。", "Your weak curses multiply.");
93 if (player_ptr->cursed.has(CurseTraitType::ADD_H_CURSE)) {
94 self_ptr->info[self_ptr->line++] = _("あなたの強い呪いは増える。", "Your heavy curses multiply.");
97 if (player_ptr->cursed.has(CurseTraitType::CALL_ANIMAL)) {
98 self_ptr->info[self_ptr->line++] = _("あなたは動物に狙われている。", "You attract animals.");
101 if (player_ptr->cursed.has(CurseTraitType::CALL_DEMON)) {
102 self_ptr->info[self_ptr->line++] = _("あなたは悪魔に狙われている。", "You attract demons.");
105 if (player_ptr->cursed.has(CurseTraitType::CALL_DRAGON)) {
106 self_ptr->info[self_ptr->line++] = _("あなたはドラゴンに狙われている。", "You attract dragons.");
109 if (player_ptr->cursed.has(CurseTraitType::COWARDICE)) {
110 self_ptr->info[self_ptr->line++] = _("あなたは時々臆病になる。", "You are subject to cowardice.");
113 if (player_ptr->cursed.has(CurseTraitType::BERS_RAGE)) {
114 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.");
117 if (player_ptr->cursed.has(CurseTraitType::TELEPORT)) {
118 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.");
121 if (player_ptr->cursed.has(CurseTraitType::LOW_MELEE)) {
122 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.");
125 if (player_ptr->cursed.has(CurseTraitType::LOW_AC)) {
126 self_ptr->info[self_ptr->line++] = _("あなたは攻撃を受けやすい。", "You are subject to be hit.");
129 if (player_ptr->cursed.has(CurseTraitType::HARD_SPELL)) {
130 self_ptr->info[self_ptr->line++] = _("あなたは魔法を失敗しやすい。", "Your spells fail more frequently.");
133 if (player_ptr->cursed.has(CurseTraitType::FAST_DIGEST)) {
134 self_ptr->info[self_ptr->line++] = _("あなたはすぐお腹がへる。", "You have a good appetite.");
137 if (player_ptr->cursed.has(CurseTraitType::DRAIN_HP)) {
138 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.");
141 if (player_ptr->cursed.has(CurseTraitType::DRAIN_MANA)) {
142 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.");
146 static void set_special_attack_info(PlayerType *player_ptr, self_info_type *self_ptr)
148 if (player_ptr->special_attack & ATTACK_CONFUSE) {
149 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.");
152 if (player_ptr->special_attack & ATTACK_FIRE) {
153 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.");
156 if (player_ptr->special_attack & ATTACK_COLD) {
157 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.");
160 if (player_ptr->special_attack & ATTACK_ACID) {
161 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.");
164 if (player_ptr->special_attack & ATTACK_ELEC) {
165 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.");
168 if (player_ptr->special_attack & ATTACK_POIS) {
169 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.");
173 static void set_esp_info(PlayerType *player_ptr, self_info_type *self_ptr)
175 if (player_ptr->telepathy) {
176 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.");
179 if (player_ptr->esp_animal) {
180 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.");
183 if (player_ptr->esp_undead) {
184 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.");
187 if (player_ptr->esp_demon) {
188 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.");
191 if (player_ptr->esp_orc) {
192 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.");
195 if (player_ptr->esp_troll) {
196 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.");
199 if (player_ptr->esp_giant) {
200 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.");
203 if (player_ptr->esp_dragon) {
204 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.");
207 if (player_ptr->esp_human) {
208 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.");
211 if (player_ptr->esp_evil) {
212 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.");
215 if (player_ptr->esp_good) {
216 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.");
219 if (player_ptr->esp_nonliving) {
220 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.");
223 if (player_ptr->esp_unique) {
224 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.");
229 * @brief 自己分析処理(Nethackからのアイデア) / self-knowledge... idea from nethack.
232 * Useful for determining powers and
233 * resistences of items. It saves the screen, clears it, then starts listing
234 * attributes, a screenful at a time. (There are a LOT of attributes to
235 * list. It will probably take 2 or 3 screens for a powerful character whose
236 * using several artifacts...) -CFT
238 * It is now a lot more efficient. -BEN-
240 * See also "identify_fully()".
242 * Use the "show_file()" method, perhaps.
245 void self_knowledge(PlayerType *player_ptr)
247 self_info_type tmp_si;
248 self_info_type *self_ptr = initialize_self_info_type(&tmp_si);
249 display_life_rating(player_ptr, self_ptr);
250 chg_virtue(player_ptr, V_KNOWLEDGE, 1);
251 chg_virtue(player_ptr, V_ENLIGHTEN, 1);
252 display_max_base_status(player_ptr, self_ptr);
253 display_virtue(player_ptr, self_ptr);
254 self_ptr->info[self_ptr->line++] = "";
255 if (player_ptr->mimic_form != MimicKindType::NONE) {
256 display_mimic_race_ability(player_ptr, self_ptr);
258 set_race_ability_info(player_ptr, self_ptr);
261 set_class_ability_info(player_ptr, self_ptr);
262 set_mutation_info(player_ptr, self_ptr);
263 set_bad_status_info(player_ptr, self_ptr);
264 set_curse_info(player_ptr, self_ptr);
265 set_body_improvement_info_1(player_ptr, self_ptr);
266 set_special_attack_info(player_ptr, self_ptr);
267 switch (player_ptr->action) {
269 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.");
273 set_body_improvement_info_2(player_ptr, self_ptr);
274 set_esp_info(player_ptr, self_ptr);
275 set_body_improvement_info_3(player_ptr, self_ptr);
276 set_element_resistance_info(player_ptr, self_ptr);
277 set_high_resistance_info(player_ptr, self_ptr);
278 set_body_improvement_info_4(player_ptr, self_ptr);
279 set_status_sustain_info(player_ptr, self_ptr);
280 set_equipment_influence(player_ptr, self_ptr);
281 set_weapon_effect_info(player_ptr, self_ptr);
282 display_self_info(self_ptr);
286 * @brief 魔法効果時間のターン数に基づいて表現IDを返す。
290 static int report_magics_aux(int dur)
294 } else if (dur <= 10) {
296 } else if (dur <= 20) {
298 } else if (dur <= 50) {
300 } else if (dur <= 100) {
302 } else if (dur <= 200) {
309 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"),
310 _("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"),
311 _("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") };
314 * @brief 現在の一時的効果一覧を返す / Report all currently active magical effects.
316 void report_magics(PlayerType *player_ptr)
321 auto effects = player_ptr->effects();
322 if (player_ptr->blind) {
323 info2[i] = report_magics_aux(player_ptr->blind);
324 info[i++] = _("あなたは目が見えない", "You cannot see");
327 auto confusion = effects->confusion();
328 if (confusion->is_confused()) {
329 info2[i] = report_magics_aux(confusion->current());
330 info[i++] = _("あなたは混乱している", "You are confused");
333 if (effects->fear()->is_fearful()) {
334 info2[i] = report_magics_aux(effects->fear()->current());
335 info[i++] = _("あなたは恐怖に侵されている", "You are terrified");
338 if (player_ptr->poisoned) {
339 info2[i] = report_magics_aux(player_ptr->poisoned);
340 info[i++] = _("あなたは毒に侵されている", "You are poisoned");
343 auto hallucination = effects->hallucination();
344 if (hallucination->is_hallucinated()) {
345 info2[i] = report_magics_aux(hallucination->current());
346 info[i++] = _("あなたは幻覚を見ている", "You are hallucinating");
349 if (player_ptr->blessed) {
350 info2[i] = report_magics_aux(player_ptr->blessed);
351 info[i++] = _("あなたは高潔さを感じている", "You feel rightous");
354 if (player_ptr->hero) {
355 info2[i] = report_magics_aux(player_ptr->hero);
356 info[i++] = _("あなたはヒーロー気分だ", "You feel heroic");
359 if (is_shero(player_ptr)) {
360 info2[i] = report_magics_aux(player_ptr->shero);
361 info[i++] = _("あなたは戦闘狂だ", "You are in a battle rage");
364 if (player_ptr->protevil) {
365 info2[i] = report_magics_aux(player_ptr->protevil);
366 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");
369 if (player_ptr->shield) {
370 info2[i] = report_magics_aux(player_ptr->shield);
371 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");
374 if (player_ptr->invuln) {
375 info2[i] = report_magics_aux(player_ptr->invuln);
376 info[i++] = _("あなたは無敵だ", "You are invulnerable");
379 if (player_ptr->wraith_form) {
380 info2[i] = report_magics_aux(player_ptr->wraith_form);
381 info[i++] = _("あなたは幽体化している", "You are incorporeal");
384 if (player_ptr->special_attack & ATTACK_CONFUSE) {
386 info[i++] = _("あなたの手は赤く輝いている", "Your hands are glowing dull red.");
389 if (player_ptr->word_recall) {
390 info2[i] = report_magics_aux(player_ptr->word_recall);
391 info[i++] = _("この後帰還の詔が発動する", "You are waiting to be recalled");
394 if (player_ptr->alter_reality) {
395 info2[i] = report_magics_aux(player_ptr->alter_reality);
396 info[i++] = _("この後現実変容が発動する", "You waiting to be altered");
399 if (player_ptr->oppose_acid) {
400 info2[i] = report_magics_aux(player_ptr->oppose_acid);
401 info[i++] = _("あなたは酸への耐性を持っている", "You are resistant to acid");
404 if (player_ptr->oppose_elec) {
405 info2[i] = report_magics_aux(player_ptr->oppose_elec);
406 info[i++] = _("あなたは電撃への耐性を持っている", "You are resistant to lightning");
409 if (player_ptr->oppose_fire) {
410 info2[i] = report_magics_aux(player_ptr->oppose_fire);
411 info[i++] = _("あなたは火への耐性を持っている", "You are resistant to fire");
414 if (player_ptr->oppose_cold) {
415 info2[i] = report_magics_aux(player_ptr->oppose_cold);
416 info[i++] = _("あなたは冷気への耐性を持っている", "You are resistant to cold");
419 if (player_ptr->oppose_pois) {
420 info2[i] = report_magics_aux(player_ptr->oppose_pois);
421 info[i++] = _("あなたは毒への耐性を持っている", "You are resistant to poison");
426 /* Erase the screen */
427 for (int k = 1; k < 24; k++) {
431 prt(_(" 現在かかっている魔法 :", " Your Current Magic:"), 1, 15);
434 for (int j = 0; j < i; j++) {
435 sprintf(buf, _("%-28s : 期間 - %s ", "%s %s."), info[j], report_magic_durations[info2[j]]);
438 /* Every 20 entries (lines 2 to 21), start over */
439 if ((k == 22) && (j + 1 < i)) {
440 prt(_("-- 続く --", "-- more --"), k, 15);
448 prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 13);