1 #include "view/display-player-middle.h"
2 #include "combat/shoot.h"
3 #include "floor/floor.h"
4 #include "object-enchant/special-object-flags.h"
5 #include "perception/object-perception.h"
6 #include "player/player-effects.h"
7 #include "player/player-races-table.h"
8 #include "player/player-skill.h"
9 #include "realm/realm-song-numbers.h"
10 #include "sv-definition/sv-bow-types.h"
11 #include "term/term-color-types.h"
12 #include "view/display-util.h"
13 #include "view/status-first-page.h"
14 #include "world/world.h"
17 * @brief プレイヤーの打撃能力修正を表示する
18 * @param creature_ptr プレーヤーへの参照ポインタ
19 * @param hand 武器の装備部位ID
20 * @param hand_entry 項目ID
23 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
25 HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
26 HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
27 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
29 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
30 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
32 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
35 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
37 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
38 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
39 else if (creature_ptr->ryoute)
40 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
42 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
47 * @brief 右手に比べて左手の表示ルーチンが複雑なので分離
48 * @param creature_ptr プレーヤーへの参照ポインタ
51 static void display_left_hand(player_type *creature_ptr)
53 if (creature_ptr->hidarite)
55 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
59 if ((creature_ptr->pclass != CLASS_MONK) || ((empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM) == 0))
62 if ((creature_ptr->special_defense & KAMAE_MASK) == 0)
64 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
69 for (kamae_num = 0; kamae_num < MAX_KAMAE; kamae_num++)
71 if ((creature_ptr->special_defense >> kamae_num) & KAMAE_GENBU)
75 if (kamae_num < MAX_KAMAE)
77 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[kamae_num].desc), TERM_YELLOW);
83 * @brief 武器による命中率とダメージの補正を表示する
84 * @param creature_ptr プレーヤーへの参照ポインタ
87 static void display_hit_damage(player_type *creature_ptr)
89 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
90 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
91 HIT_POINT show_todam = 0;
92 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
93 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
95 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
96 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
98 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
100 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
102 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
108 * @param creature_ptr プレーヤーへの参照ポインタ
111 static void display_shoot_magnification(player_type *creature_ptr)
114 if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
116 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
117 if (creature_ptr->xtra_might) tmul++;
119 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
122 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
127 * @brief プレーヤーの速度から表示色を決める
128 * @param creature_ptr プレーヤーへの参照ポインタ
129 * @param base_speed プレーヤーの速度
131 static TERM_COLOR decide_speed_color(player_type *creature_ptr, const int base_speed)
136 if (!creature_ptr->riding)
141 else if (base_speed == 0)
143 if (!creature_ptr->riding)
150 if (!creature_ptr->riding)
161 * @brief 何らかの効果による一時的な速度変化を計算する
162 * @param creature_ptr プレーヤーへの参照ポインタ
165 static int calc_temporary_speed(player_type *creature_ptr)
168 if (!creature_ptr->riding)
170 if (IS_FAST(creature_ptr)) tmp_speed += 10;
171 if (creature_ptr->slow) tmp_speed -= 10;
172 if (creature_ptr->lightspeed) tmp_speed = 99;
176 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
177 if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
185 * @brief プレーヤーの最終的な速度を表示する
186 * @param creature_ptr プレーヤーへの参照ポインタ
188 * @param base_speed プレーヤーの素の速度
189 * @param tmp_speed アイテム等で一時的に変化した速度量
192 static void display_player_speed(player_type *creature_ptr, TERM_COLOR attr, int base_speed, int tmp_speed)
197 if (!creature_ptr->riding)
198 sprintf(buf, "(%+d%+d)", base_speed - tmp_speed, tmp_speed);
200 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), base_speed - tmp_speed, tmp_speed);
209 if (!creature_ptr->riding)
210 sprintf(buf, "(%+d)", base_speed);
212 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), base_speed);
215 display_player_one_line(ENTRY_SPEED, buf, attr);
216 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
221 * @brief プレーヤーの現在経験値・最大経験値・次のレベルまでに必要な経験値を表示する
222 * @param creature_ptr プレーヤーへの参照ポインタ
225 static void display_player_exp(player_type *creature_ptr)
227 int e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_ANDR : ENTRY_CUR_EXP;
228 if (creature_ptr->exp >= creature_ptr->max_exp)
229 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
231 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
233 if (creature_ptr->prace != RACE_ANDROID)
234 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
236 e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
238 if (creature_ptr->lev >= PY_MAX_LEVEL)
239 display_player_one_line(e, "*****", TERM_L_GREEN);
240 else if (creature_ptr->prace == RACE_ANDROID)
241 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
243 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
248 * @brief ゲーム内の経過時間を表示する
249 * @param creature_ptr プレーヤーへの参照ポインタ
252 static void display_playtime_in_game(player_type *creature_ptr)
255 extract_day_hour_min(creature_ptr, &day, &hour, &min);
259 sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
261 sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
263 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
265 if (creature_ptr->chp >= creature_ptr->mhp)
266 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
267 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
268 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
270 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
272 if (creature_ptr->csp >= creature_ptr->msp)
273 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
274 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
275 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
277 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
282 * @brief 現実世界におけるプレイ時間を表示する
286 static void display_real_playtime(void)
288 u32b play_hour = current_world_ptr->play_time / (60 * 60);
289 u32b play_min = (current_world_ptr->play_time / 60) % 60;
290 u32b play_sec = current_world_ptr->play_time % 60;
291 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", play_hour, play_min, play_sec), TERM_L_GREEN);
296 * @brief プレイヤーステータス表示の中央部分を表示するサブルーチン
297 * @param creature_ptr プレーヤーへの参照ポインタ
298 * Prints the following information on the screen.
301 void display_player_middle(player_type *creature_ptr)
303 if (creature_ptr->migite)
304 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
306 display_left_hand(creature_ptr);
307 display_hit_damage(creature_ptr);
308 display_shoot_magnification(creature_ptr);
309 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
311 int base_speed = creature_ptr->pspeed - 110;
312 if (creature_ptr->action == ACTION_SEARCH) base_speed += 10;
314 TERM_COLOR attr = decide_speed_color(creature_ptr, base_speed);
315 int tmp_speed = calc_temporary_speed(creature_ptr);
316 display_player_speed(creature_ptr, attr, base_speed, tmp_speed);
317 display_player_exp(creature_ptr);
318 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
319 display_playtime_in_game(creature_ptr);
320 display_real_playtime();