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 "object/tval-types.h"
10 #include "perception/object-perception.h"
11 #include "player-base/player-class.h"
12 #include "player-base/player-race.h"
13 #include "player-info/equipment-info.h"
14 #include "player-info/monk-data-type.h"
15 #include "player-info/race-types.h"
16 #include "player-status/player-hand-types.h"
17 #include "player/attack-defense-types.h"
18 #include "player/player-skill.h"
19 #include "player/player-status-flags.h"
20 #include "player/player-status-table.h"
21 #include "player/player-status.h"
22 #include "sv-definition/sv-bow-types.h"
23 #include "system/floor-type-definition.h"
24 #include "system/item-entity.h"
25 #include "system/monster-entity.h"
26 #include "system/player-type-definition.h"
27 #include "term/term-color-types.h"
28 #include "term/z-form.h"
29 #include "timed-effect/player-deceleration.h"
30 #include "timed-effect/timed-effects.h"
31 #include "view/display-util.h"
32 #include "view/status-first-page.h"
33 #include "world/world.h"
36 * @brief プレイヤーの打撃能力修正を表示する
37 * @param player_ptr プレイヤーへの参照ポインタ
38 * @param hand 武器の装備部位ID
39 * @param hand_entry 項目ID
41 static void display_player_melee_bonus(PlayerType *player_ptr, int hand, int hand_entry)
43 HIT_PROB show_tohit = player_ptr->dis_to_h[hand];
44 int show_todam = player_ptr->dis_to_d[hand];
45 auto *o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + hand];
47 if (o_ptr->is_known()) {
48 show_tohit += o_ptr->to_h;
50 if (o_ptr->is_known()) {
51 show_todam += o_ptr->to_d;
54 show_tohit += player_ptr->skill_thn / BTH_PLUS_ADJ;
56 std::string buf = format("(%+d,%+d)", (int)show_tohit, (int)show_todam);
57 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
58 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
59 } else if (has_two_handed_weapons(player_ptr)) {
60 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
62 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
67 * @brief 右手に比べて左手の表示ルーチンが複雑なので分離
68 * @param player_ptr プレイヤーへの参照ポインタ
70 static void display_sub_hand(PlayerType *player_ptr)
72 if (can_attack_with_sub_hand(player_ptr)) {
73 display_player_melee_bonus(player_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
77 PlayerClass pc(player_ptr);
78 if (!pc.equals(PlayerClassType::MONK) || ((empty_hands(player_ptr, true) & EMPTY_HAND_MAIN) == 0)) {
82 if (pc.monk_stance_is(MonkStanceType::NONE)) {
83 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
87 uint stance_num = enum2i(pc.get_monk_stance()) - 1;
89 if (stance_num < monk_stances.size()) {
90 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), monk_stances[stance_num].desc), TERM_YELLOW);
95 * @brief 弓による命中率とダメージの補正を表示する
96 * @param player_ptr プレイヤーへの参照ポインタ
98 static void display_bow_hit_damage(PlayerType *player_ptr)
100 const auto &item = player_ptr->inventory_list[INVEN_BOW];
101 auto show_tohit = player_ptr->dis_to_h_b;
103 if (item.is_known()) {
104 show_tohit += item.to_h;
105 show_todam += item.to_d;
108 const auto tval = item.bi_key.tval();
109 const auto median_skill_exp = PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER) / 2;
110 const auto &weapon_exps = player_ptr->weapon_exp[tval];
111 constexpr auto bow_magnification = 200;
112 constexpr auto xbow_magnification = 400;
113 if (tval == ItemKindType::NONE) {
114 show_tohit += (weapon_exps[0] - median_skill_exp) / bow_magnification;
116 const auto sval = item.bi_key.sval().value();
117 const auto weapon_exp = weapon_exps[sval];
118 if (item.is_cross_bow()) {
119 show_tohit += weapon_exp / xbow_magnification;
121 show_tohit += (weapon_exp - median_skill_exp) / bow_magnification;
125 show_tohit += player_ptr->skill_thb / BTH_PLUS_ADJ;
126 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
131 * @param player_ptr プレイヤーへの参照ポインタ
133 static void display_shoot_magnification(PlayerType *player_ptr)
136 if (player_ptr->inventory_list[INVEN_BOW].is_valid()) {
137 tmul = player_ptr->inventory_list[INVEN_BOW].get_arrow_magnification();
138 if (player_ptr->xtra_might) {
142 tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
145 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
149 * @brief プレイヤーの速度から表示色を決める
150 * @param player_ptr プレイヤーへの参照ポインタ
151 * @param base_speed プレイヤーの速度
153 static TERM_COLOR decide_speed_color(PlayerType *player_ptr, const int base_speed)
156 if (base_speed > 0) {
157 if (!player_ptr->riding) {
162 } else if (base_speed == 0) {
163 if (!player_ptr->riding) {
169 if (!player_ptr->riding) {
180 * @brief 何らかの効果による一時的な速度変化を計算する
181 * @param player_ptr プレイヤーへの参照ポインタ
184 static int calc_temporary_speed(PlayerType *player_ptr)
187 if (!player_ptr->riding) {
188 if (is_fast(player_ptr)) {
192 if (player_ptr->effects()->deceleration()->is_slow()) {
196 if (player_ptr->lightspeed) {
200 const auto &m_ref = player_ptr->current_floor_ptr->m_list[player_ptr->riding];
201 if (m_ref.is_accelerated()) {
205 if (m_ref.is_decelerated()) {
214 * @brief プレイヤーの最終的な速度を表示する
215 * @param player_ptr プレイヤーへの参照ポインタ
217 * @param base_speed プレイヤーの素の速度
218 * @param tmp_speed アイテム等で一時的に変化した速度量
220 static void display_player_speed(PlayerType *player_ptr, TERM_COLOR attr, int base_speed, int tmp_speed)
224 if (!player_ptr->riding) {
225 if (player_ptr->lightspeed) {
226 buf = _("光速化 (+99)", "Lightspeed (+99)");
228 buf = format("(%+d%+d)", base_speed - tmp_speed, tmp_speed);
231 buf = format(_("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), base_speed - tmp_speed, tmp_speed);
240 if (!player_ptr->riding) {
241 buf = format("(%+d)", base_speed);
243 buf = format(_("乗馬中 (%+d)", "Riding (%+d)"), base_speed);
247 display_player_one_line(ENTRY_SPEED, buf, attr);
248 display_player_one_line(ENTRY_LEVEL, format("%d", player_ptr->lev), TERM_L_GREEN);
252 * @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
253 * @param player_ptr プレイヤーへの参照ポインタ
255 static void display_player_exp(PlayerType *player_ptr)
257 PlayerRace pr(player_ptr);
258 int e = pr.equals(PlayerRaceType::ANDROID) ? ENTRY_EXP_ANDR : ENTRY_CUR_EXP;
259 if (player_ptr->exp >= player_ptr->max_exp) {
260 display_player_one_line(e, format("%d", player_ptr->exp), TERM_L_GREEN);
262 display_player_one_line(e, format("%d", player_ptr->exp), TERM_YELLOW);
265 if (!pr.equals(PlayerRaceType::ANDROID)) {
266 display_player_one_line(ENTRY_MAX_EXP, format("%d", player_ptr->max_exp), TERM_L_GREEN);
269 e = pr.equals(PlayerRaceType::ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
271 if (player_ptr->lev >= PY_MAX_LEVEL) {
272 display_player_one_line(e, "*****", TERM_L_GREEN);
273 } else if (pr.equals(PlayerRaceType::ANDROID)) {
274 display_player_one_line(e, format("%d", player_exp_a[player_ptr->lev - 1] * player_ptr->expfact / 100), TERM_L_GREEN);
276 display_player_one_line(e, format("%d", player_exp[player_ptr->lev - 1] * player_ptr->expfact / 100), TERM_L_GREEN);
281 * @brief ゲーム内の経過時間を表示する
282 * @param player_ptr プレイヤーへの参照ポインタ
284 static void display_playtime_in_game(PlayerType *player_ptr)
287 extract_day_hour_min(player_ptr, &day, &hour, &min);
290 if (day < MAX_DAYS) {
291 buf = format(_("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
293 buf = format(_("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
296 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
298 if (player_ptr->chp >= player_ptr->mhp) {
299 display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_L_GREEN);
300 } else if (player_ptr->chp > (player_ptr->mhp * hitpoint_warn) / 10) {
301 display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_YELLOW);
303 display_player_one_line(ENTRY_HP, format("%4d/%4d", player_ptr->chp, player_ptr->mhp), TERM_RED);
306 if (player_ptr->csp >= player_ptr->msp) {
307 display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_L_GREEN);
308 } else if (player_ptr->csp > (player_ptr->msp * mana_warn) / 10) {
309 display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_YELLOW);
311 display_player_one_line(ENTRY_SP, format("%4d/%4d", player_ptr->csp, player_ptr->msp), TERM_RED);
316 * @brief 現実世界におけるプレイ時間を表示する
320 static void display_real_playtime(void)
322 uint32_t play_hour = w_ptr->play_time / (60 * 60);
323 uint32_t play_min = (w_ptr->play_time / 60) % 60;
324 uint32_t play_sec = w_ptr->play_time % 60;
325 display_player_one_line(ENTRY_PLAY_TIME, format("%.2u:%.2u:%.2u", play_hour, play_min, play_sec), TERM_L_GREEN);
329 * @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
330 * @param player_ptr プレイヤーへの参照ポインタ
331 * Prints the following information on the screen.
333 void display_player_middle(PlayerType *player_ptr)
335 if (can_attack_with_main_hand(player_ptr)) {
336 display_player_melee_bonus(player_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
339 display_sub_hand(player_ptr);
340 display_bow_hit_damage(player_ptr);
341 display_shoot_magnification(player_ptr);
342 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", player_ptr->dis_ac, player_ptr->dis_to_a), TERM_L_BLUE);
344 int base_speed = player_ptr->pspeed - STANDARD_SPEED;
345 if (player_ptr->action == ACTION_SEARCH) {
349 TERM_COLOR attr = decide_speed_color(player_ptr, base_speed);
350 int tmp_speed = calc_temporary_speed(player_ptr);
351 display_player_speed(player_ptr, attr, base_speed, tmp_speed);
352 display_player_exp(player_ptr);
353 display_player_one_line(ENTRY_GOLD, format("%d", player_ptr->au), TERM_L_GREEN);
354 display_playtime_in_game(player_ptr);
355 display_real_playtime();