1 #include "view/display-player-middle.h"
2 #include "combat/shoot.h"
3 #include "game-option/birth-options.h"
4 #include "game-option/special-options.h"
5 #include "inventory/inventory-slot-types.h"
6 #include "mind/stances-table.h"
7 #include "monster/monster-status.h"
8 #include "object-enchant/special-object-flags.h"
9 #include "perception/object-perception.h"
10 #include "player-base/player-class.h"
11 #include "player-info/equipment-info.h"
12 #include "player-info/monk-data-type.h"
13 #include "player-info/race-types.h"
14 #include "player-status/player-hand-types.h"
15 #include "player/attack-defense-types.h"
16 #include "player/player-skill.h"
17 #include "player/player-status-flags.h"
18 #include "player/player-status-table.h"
19 #include "player/player-status.h"
20 #include "sv-definition/sv-bow-types.h"
21 #include "system/floor-type-definition.h"
22 #include "system/monster-type-definition.h"
23 #include "system/object-type-definition.h"
24 #include "system/player-type-definition.h"
25 #include "term/term-color-types.h"
26 #include "view/display-util.h"
27 #include "view/status-first-page.h"
28 #include "world/world.h"
31 * @brief プレイヤーの打撃能力修正を表示する
32 * @param player_ptr プレイヤーへの参照ポインタ
33 * @param hand 武器の装備部位ID
34 * @param hand_entry 項目ID
36 static void display_player_melee_bonus(PlayerType *player_ptr, int hand, int hand_entry)
38 HIT_PROB show_tohit = player_ptr->dis_to_h[hand];
39 HIT_POINT show_todam = player_ptr->dis_to_d[hand];
40 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + hand];
42 if (o_ptr->is_known())
43 show_tohit += o_ptr->to_h;
44 if (o_ptr->is_known())
45 show_todam += o_ptr->to_d;
47 show_tohit += player_ptr->skill_thn / BTH_PLUS_ADJ;
50 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
52 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND))
53 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
54 else if (has_two_handed_weapons(player_ptr))
55 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
57 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
61 * @brief 右手に比べて左手の表示ルーチンが複雑なので分離
62 * @param player_ptr プレイヤーへの参照ポインタ
64 static void display_sub_hand(PlayerType *player_ptr)
66 if (can_attack_with_sub_hand(player_ptr)) {
67 display_player_melee_bonus(player_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
71 PlayerClass pc(player_ptr);
72 if (!pc.equals(PlayerClassType::MONK) || ((empty_hands(player_ptr, true) & EMPTY_HAND_MAIN) == 0))
75 if (pc.monk_stance_is(MonkStanceType::NONE)) {
76 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
80 uint stance_num = enum2i(pc.get_monk_stance()) - 1;
82 if (stance_num < monk_stances.size()) {
83 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), monk_stances[stance_num].desc), TERM_YELLOW);
88 * @brief 武器による命中率とダメージの補正を表示する
89 * @param player_ptr プレイヤーへの参照ポインタ
91 static void display_hit_damage(PlayerType *player_ptr)
93 auto *o_ptr = &player_ptr->inventory_list[INVEN_BOW];
94 HIT_PROB show_tohit = player_ptr->dis_to_h_b;
95 HIT_POINT show_todam = 0;
96 if (o_ptr->is_known())
97 show_tohit += o_ptr->to_h;
98 if (o_ptr->is_known())
99 show_todam += o_ptr->to_d;
101 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
102 show_tohit += player_ptr->weapon_exp[o_ptr->tval][o_ptr->sval] / 400;
104 show_tohit += (player_ptr->weapon_exp[o_ptr->tval][o_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200;
106 show_tohit += player_ptr->skill_thb / BTH_PLUS_ADJ;
108 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
113 * @param player_ptr プレイヤーへの参照ポインタ
115 static void display_shoot_magnification(PlayerType *player_ptr)
118 if (player_ptr->inventory_list[INVEN_BOW].k_idx) {
119 tmul = bow_tmul(player_ptr->inventory_list[INVEN_BOW].sval);
120 if (player_ptr->xtra_might)
123 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
126 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
130 * @brief プレイヤーの速度から表示色を決める
131 * @param player_ptr プレイヤーへの参照ポインタ
132 * @param base_speed プレイヤーの速度
134 static TERM_COLOR decide_speed_color(PlayerType *player_ptr, const int base_speed)
137 if (base_speed > 0) {
138 if (!player_ptr->riding)
142 } else if (base_speed == 0) {
143 if (!player_ptr->riding)
148 if (!player_ptr->riding)
158 * @brief 何らかの効果による一時的な速度変化を計算する
159 * @param player_ptr プレイヤーへの参照ポインタ
162 static int calc_temporary_speed(PlayerType *player_ptr)
165 if (!player_ptr->riding) {
166 if (is_fast(player_ptr))
168 if (player_ptr->slow)
170 if (player_ptr->lightspeed)
173 if (monster_fast_remaining(&player_ptr->current_floor_ptr->m_list[player_ptr->riding]))
175 if (monster_slow_remaining(&player_ptr->current_floor_ptr->m_list[player_ptr->riding]))
183 * @brief プレイヤーの最終的な速度を表示する
184 * @param player_ptr プレイヤーへの参照ポインタ
186 * @param base_speed プレイヤーの素の速度
187 * @param tmp_speed アイテム等で一時的に変化した速度量
189 static void display_player_speed(PlayerType *player_ptr, TERM_COLOR attr, int base_speed, int tmp_speed)
193 if (!player_ptr->riding)
194 if (player_ptr->lightspeed) {
195 sprintf(buf, _("光速化 (+99)", "Lightspeed (+99)"));
197 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);
207 if (!player_ptr->riding)
208 sprintf(buf, "(%+d)", base_speed);
210 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), base_speed);
213 display_player_one_line(ENTRY_SPEED, buf, attr);
214 display_player_one_line(ENTRY_LEVEL, format("%d", player_ptr->lev), TERM_L_GREEN);
218 * @brief プレイヤーの現在経験値・最大経験値・次のレベルまでに必要な経験値を表示する
219 * @param player_ptr プレイヤーへの参照ポインタ
221 static void display_player_exp(PlayerType *player_ptr)
223 int e = (player_ptr->prace == PlayerRaceType::ANDROID) ? ENTRY_EXP_ANDR : ENTRY_CUR_EXP;
224 if (player_ptr->exp >= player_ptr->max_exp)
225 display_player_one_line(e, format("%ld", player_ptr->exp), TERM_L_GREEN);
227 display_player_one_line(e, format("%ld", player_ptr->exp), TERM_YELLOW);
229 if (player_ptr->prace != PlayerRaceType::ANDROID)
230 display_player_one_line(ENTRY_MAX_EXP, format("%ld", player_ptr->max_exp), TERM_L_GREEN);
232 e = (player_ptr->prace == PlayerRaceType::ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
234 if (player_ptr->lev >= PY_MAX_LEVEL)
235 display_player_one_line(e, "*****", TERM_L_GREEN);
236 else if (player_ptr->prace == PlayerRaceType::ANDROID)
237 display_player_one_line(e, format("%ld", (int32_t)(player_exp_a[player_ptr->lev - 1] * player_ptr->expfact / 100L)), TERM_L_GREEN);
239 display_player_one_line(e, format("%ld", (int32_t)(player_exp[player_ptr->lev - 1] * player_ptr->expfact / 100L)), TERM_L_GREEN);
243 * @brief ゲーム内の経過時間を表示する
244 * @param player_ptr プレイヤーへの参照ポインタ
246 static void display_playtime_in_game(PlayerType *player_ptr)
249 extract_day_hour_min(player_ptr, &day, &hour, &min);
253 sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
255 sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
257 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
259 if (player_ptr->chp >= player_ptr->mhp)
260 display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_L_GREEN);
261 else if (player_ptr->chp > (player_ptr->mhp * hitpoint_warn) / 10)
262 display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_YELLOW);
264 display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_RED);
266 if (player_ptr->csp >= player_ptr->msp)
267 display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_L_GREEN);
268 else if (player_ptr->csp > (player_ptr->msp * mana_warn) / 10)
269 display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_YELLOW);
271 display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_RED);
275 * @brief 現実世界におけるプレイ時間を表示する
279 static void display_real_playtime(void)
281 uint32_t play_hour = w_ptr->play_time / (60 * 60);
282 uint32_t play_min = (w_ptr->play_time / 60) % 60;
283 uint32_t play_sec = w_ptr->play_time % 60;
284 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", play_hour, play_min, play_sec), TERM_L_GREEN);
288 * @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
289 * @param player_ptr プレイヤーへの参照ポインタ
290 * Prints the following information on the screen.
292 void display_player_middle(PlayerType *player_ptr)
294 if (can_attack_with_main_hand(player_ptr))
295 display_player_melee_bonus(player_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
297 display_sub_hand(player_ptr);
298 display_hit_damage(player_ptr);
299 display_shoot_magnification(player_ptr);
300 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", player_ptr->dis_ac, player_ptr->dis_to_a), TERM_L_BLUE);
302 int base_speed = player_ptr->pspeed - 110;
303 if (player_ptr->action == ACTION_SEARCH)
306 TERM_COLOR attr = decide_speed_color(player_ptr, base_speed);
307 int tmp_speed = calc_temporary_speed(player_ptr);
308 display_player_speed(player_ptr, attr, base_speed, tmp_speed);
309 display_player_exp(player_ptr);
310 display_player_one_line(ENTRY_GOLD, format("%ld", player_ptr->au), TERM_L_GREEN);
311 display_playtime_in_game(player_ptr);
312 display_real_playtime();