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13980a0687d3239a09098b6328a674ddaa43c425
[hengbandforosx/hengbandosx.git] / src / view / display-player-middle.cpp
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"
29
30 /*!
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
35  */
36 static void display_player_melee_bonus(PlayerType *player_ptr, int hand, int hand_entry)
37 {
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];
41
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;
46
47     show_tohit += player_ptr->skill_thn / BTH_PLUS_ADJ;
48
49     char buf[160];
50     sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
51
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);
56     else
57         display_player_one_line(hand_entry, buf, TERM_L_BLUE);
58 }
59
60 /*!
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
63  */
64 static void display_sub_hand(PlayerType *player_ptr)
65 {
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);
68         return;
69     }
70
71     PlayerClass pc(player_ptr);
72     if (!pc.equals(PlayerClassType::MONK) || ((empty_hands(player_ptr, true) & EMPTY_HAND_MAIN) == 0))
73         return;
74
75     if (pc.monk_stance_is(MonkStanceType::NONE)) {
76         display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
77         return;
78     }
79
80     uint stance_num = enum2i(pc.get_monk_stance()) - 1;
81
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);
84     }
85 }
86
87 /*!
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
90  */
91 static void display_hit_damage(PlayerType *player_ptr)
92 {
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;
100
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;
103     else
104         show_tohit += (player_ptr->weapon_exp[o_ptr->tval][o_ptr->sval] - (PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2)) / 200;
105
106     show_tohit += player_ptr->skill_thb / BTH_PLUS_ADJ;
107
108     display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
109 }
110
111 /*!
112  * @brief 射撃武器倍率を表示する
113  * @param player_ptr プレイヤーへの参照ポインタ
114  */
115 static void display_shoot_magnification(PlayerType *player_ptr)
116 {
117     int tmul = 0;
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)
121             tmul++;
122
123         tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
124     }
125
126     display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
127 }
128
129 /*!
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
133  */
134 static TERM_COLOR decide_speed_color(PlayerType *player_ptr, const int base_speed)
135 {
136     TERM_COLOR attr;
137     if (base_speed > 0) {
138         if (!player_ptr->riding)
139             attr = TERM_L_GREEN;
140         else
141             attr = TERM_GREEN;
142     } else if (base_speed == 0) {
143         if (!player_ptr->riding)
144             attr = TERM_L_BLUE;
145         else
146             attr = TERM_GREEN;
147     } else {
148         if (!player_ptr->riding)
149             attr = TERM_L_UMBER;
150         else
151             attr = TERM_RED;
152     }
153
154     return attr;
155 }
156
157 /*!
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
160  * @return プレイヤーの速度
161  */
162 static int calc_temporary_speed(PlayerType *player_ptr)
163 {
164     int tmp_speed = 0;
165     if (!player_ptr->riding) {
166         if (is_fast(player_ptr))
167             tmp_speed += 10;
168         if (player_ptr->slow)
169             tmp_speed -= 10;
170         if (player_ptr->lightspeed)
171             tmp_speed = 99;
172     } else {
173         if (monster_fast_remaining(&player_ptr->current_floor_ptr->m_list[player_ptr->riding]))
174             tmp_speed += 10;
175         if (monster_slow_remaining(&player_ptr->current_floor_ptr->m_list[player_ptr->riding]))
176             tmp_speed -= 10;
177     }
178
179     return tmp_speed;
180 }
181
182 /*!
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
185  * @param attr 表示色
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
188  */
189 static void display_player_speed(PlayerType *player_ptr, TERM_COLOR attr, int base_speed, int tmp_speed)
190 {
191     char buf[160];
192     if (tmp_speed) {
193         if (!player_ptr->riding)
194             if (player_ptr->lightspeed) {
195                 sprintf(buf, _("光速化 (+99)", "Lightspeed (+99)"));
196             } else {
197                 sprintf(buf, "(%+d%+d)", base_speed - tmp_speed, tmp_speed);
198             }
199         else
200             sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), base_speed - tmp_speed, tmp_speed);
201
202         if (tmp_speed > 0)
203             attr = TERM_YELLOW;
204         else
205             attr = TERM_VIOLET;
206     } else {
207         if (!player_ptr->riding)
208             sprintf(buf, "(%+d)", base_speed);
209         else
210             sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), base_speed);
211     }
212
213     display_player_one_line(ENTRY_SPEED, buf, attr);
214     display_player_one_line(ENTRY_LEVEL, format("%d", player_ptr->lev), TERM_L_GREEN);
215 }
216
217 /*!
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
220  */
221 static void display_player_exp(PlayerType *player_ptr)
222 {
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);
226     else
227         display_player_one_line(e, format("%ld", player_ptr->exp), TERM_YELLOW);
228
229     if (player_ptr->prace != PlayerRaceType::ANDROID)
230         display_player_one_line(ENTRY_MAX_EXP, format("%ld", player_ptr->max_exp), TERM_L_GREEN);
231
232     e = (player_ptr->prace == PlayerRaceType::ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
233
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);
238     else
239         display_player_one_line(e, format("%ld", (int32_t)(player_exp[player_ptr->lev - 1] * player_ptr->expfact / 100L)), TERM_L_GREEN);
240 }
241
242 /*!
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
245  */
246 static void display_playtime_in_game(PlayerType *player_ptr)
247 {
248     int day, hour, min;
249     extract_day_hour_min(player_ptr, &day, &hour, &min);
250
251     char buf[160];
252     if (day < MAX_DAYS)
253         sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
254     else
255         sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
256
257     display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
258
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);
263     else
264         display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_RED);
265
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);
270     else
271         display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_RED);
272 }
273
274 /*!
275  * @brief 現実世界におけるプレイ時間を表示する
276  * @param なし
277  * @param なし
278  */
279 static void display_real_playtime(void)
280 {
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);
285 }
286
287 /*!
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.
291  */
292 void display_player_middle(PlayerType *player_ptr)
293 {
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);
296
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);
301
302     int base_speed = player_ptr->pspeed - 110;
303     if (player_ptr->action == ACTION_SEARCH)
304         base_speed += 10;
305
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();
313 }