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-status/player-hand-types.h"
11 #include "player/attack-defense-types.h"
12 #include "player-info/equipment-info.h"
13 #include "player/player-race-types.h"
14 #include "player/player-skill.h"
15 #include "player/player-status-flags.h"
16 #include "player/player-status-table.h"
17 #include "player/player-status.h"
18 #include "sv-definition/sv-bow-types.h"
19 #include "system/floor-type-definition.h"
20 #include "system/monster-type-definition.h"
21 #include "system/object-type-definition.h"
22 #include "system/player-type-definition.h"
23 #include "term/term-color-types.h"
24 #include "view/display-util.h"
25 #include "view/status-first-page.h"
26 #include "world/world.h"
29 * @brief プレイヤーの打撃能力修正を表示する
30 * @param creature_ptr プレーヤーへの参照ポインタ
31 * @param hand 武器の装備部位ID
32 * @param hand_entry 項目ID
34 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
36 HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
37 HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
38 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_MAIN_HAND + hand];
40 if (object_is_known(o_ptr))
41 show_tohit += o_ptr->to_h;
42 if (object_is_known(o_ptr))
43 show_todam += o_ptr->to_d;
45 show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
48 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
50 if (!has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND))
51 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
52 else if (has_two_handed_weapons(creature_ptr))
53 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
55 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
59 * @brief 右手に比べて左手の表示ルーチンが複雑なので分離
60 * @param creature_ptr プレーヤーへの参照ポインタ
62 static void display_sub_hand(player_type *creature_ptr)
64 if (can_attack_with_sub_hand(creature_ptr)) {
65 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2 : ENTRY_LEFT_HAND2);
69 if ((creature_ptr->pclass != CLASS_MONK) || ((empty_hands(creature_ptr, true) & EMPTY_HAND_MAIN) == 0))
72 if ((creature_ptr->special_defense & KAMAE_MASK) == 0) {
73 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
78 for (kamae_num = 0; kamae_num < MAX_KAMAE; kamae_num++) {
79 if ((creature_ptr->special_defense >> kamae_num) & KAMAE_GENBU)
83 if (kamae_num < MAX_KAMAE) {
84 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), monk_stances[kamae_num].desc), TERM_YELLOW);
89 * @brief 武器による命中率とダメージの補正を表示する
90 * @param creature_ptr プレーヤーへの参照ポインタ
92 static void display_hit_damage(player_type *creature_ptr)
94 object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
95 HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
96 HIT_POINT show_todam = 0;
97 if (object_is_known(o_ptr))
98 show_tohit += o_ptr->to_h;
99 if (object_is_known(o_ptr))
100 show_todam += o_ptr->to_d;
102 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
103 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
105 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
107 show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
109 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
114 * @param creature_ptr プレーヤーへの参照ポインタ
116 static void display_shoot_magnification(player_type *creature_ptr)
119 if (creature_ptr->inventory_list[INVEN_BOW].k_idx) {
120 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
121 if (creature_ptr->xtra_might)
124 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_index[A_STR]]) - 128);
127 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul / 100, tmul % 100), TERM_L_BLUE);
131 * @brief プレーヤーの速度から表示色を決める
132 * @param creature_ptr プレーヤーへの参照ポインタ
133 * @param base_speed プレーヤーの速度
135 static TERM_COLOR decide_speed_color(player_type *creature_ptr, const int base_speed)
138 if (base_speed > 0) {
139 if (!creature_ptr->riding)
143 } else if (base_speed == 0) {
144 if (!creature_ptr->riding)
149 if (!creature_ptr->riding)
159 * @brief 何らかの効果による一時的な速度変化を計算する
160 * @param creature_ptr プレーヤーへの参照ポインタ
163 static int calc_temporary_speed(player_type *creature_ptr)
166 if (!creature_ptr->riding) {
167 if (is_fast(creature_ptr))
169 if (creature_ptr->slow)
171 if (creature_ptr->lightspeed)
174 if (monster_fast_remaining(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding]))
176 if (monster_slow_remaining(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding]))
184 * @brief プレーヤーの最終的な速度を表示する
185 * @param creature_ptr プレーヤーへの参照ポインタ
187 * @param base_speed プレーヤーの素の速度
188 * @param tmp_speed アイテム等で一時的に変化した速度量
190 static void display_player_speed(player_type *creature_ptr, TERM_COLOR attr, int base_speed, int tmp_speed)
194 if (!creature_ptr->riding)
195 sprintf(buf, "(%+d%+d)", base_speed - tmp_speed, tmp_speed);
197 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), base_speed - tmp_speed, tmp_speed);
204 if (!creature_ptr->riding)
205 sprintf(buf, "(%+d)", base_speed);
207 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), base_speed);
210 display_player_one_line(ENTRY_SPEED, buf, attr);
211 display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
215 * @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
216 * @param creature_ptr プレーヤーへの参照ポインタ
218 static void display_player_exp(player_type *creature_ptr)
220 int e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_ANDR : ENTRY_CUR_EXP;
221 if (creature_ptr->exp >= creature_ptr->max_exp)
222 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
224 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
226 if (creature_ptr->prace != RACE_ANDROID)
227 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
229 e = (creature_ptr->prace == RACE_ANDROID) ? ENTRY_EXP_TO_ADV_ANDR : ENTRY_EXP_TO_ADV;
231 if (creature_ptr->lev >= PY_MAX_LEVEL)
232 display_player_one_line(e, "*****", TERM_L_GREEN);
233 else if (creature_ptr->prace == RACE_ANDROID)
234 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
236 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
240 * @brief ゲーム内の経過時間を表示する
241 * @param creature_ptr プレーヤーへの参照ポインタ
243 static void display_playtime_in_game(player_type *creature_ptr)
246 extract_day_hour_min(creature_ptr, &day, &hour, &min);
250 sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
252 sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
254 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
256 if (creature_ptr->chp >= creature_ptr->mhp)
257 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_L_GREEN);
258 else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10)
259 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_YELLOW);
261 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp, creature_ptr->mhp), TERM_RED);
263 if (creature_ptr->csp >= creature_ptr->msp)
264 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_L_GREEN);
265 else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10)
266 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_YELLOW);
268 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp, creature_ptr->msp), TERM_RED);
272 * @brief 現実世界におけるプレイ時間を表示する
276 static void display_real_playtime(void)
278 u32b play_hour = current_world_ptr->play_time / (60 * 60);
279 u32b play_min = (current_world_ptr->play_time / 60) % 60;
280 u32b play_sec = current_world_ptr->play_time % 60;
281 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", play_hour, play_min, play_sec), TERM_L_GREEN);
285 * @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
286 * @param creature_ptr プレーヤーへの参照ポインタ
287 * Prints the following information on the screen.
289 void display_player_middle(player_type *creature_ptr)
291 if (can_attack_with_main_hand(creature_ptr))
292 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
294 display_sub_hand(creature_ptr);
295 display_hit_damage(creature_ptr);
296 display_shoot_magnification(creature_ptr);
297 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
299 int base_speed = creature_ptr->pspeed - 110;
300 if (creature_ptr->action == ACTION_SEARCH)
303 TERM_COLOR attr = decide_speed_color(creature_ptr, base_speed);
304 int tmp_speed = calc_temporary_speed(creature_ptr);
305 display_player_speed(creature_ptr, attr, base_speed, tmp_speed);
306 display_player_exp(creature_ptr);
307 display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
308 display_playtime_in_game(creature_ptr);
309 display_real_playtime();