2 * @brief プレーヤーの耐性と能力値を表示する
6 * ここにこれ以上関数を引っ越してくるのは禁止。何ならここから更に分割していく
9 #include "display-player-stat-info.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "mutation/mutation-flag-types.h"
12 #include "object-enchant/tr-types.h"
13 #include "object/object-flags.h"
14 #include "player/mimic-info-table.h"
15 #include "player/permanent-resistances.h"
16 #include "player/player-class.h"
17 #include "player/player-personality.h"
18 #include "player/player-race-types.h"
19 #include "term/screen-processor.h"
20 #include "term/term-color-types.h"
21 #include "util/bit-flags-calculator.h"
24 * @brief プレーヤーのパラメータ基礎値 (腕力等)を18以下になるようにして返す
25 * @param creature_ptr プレーヤーへの参照ポインタ
26 * @param stat_num 能力値番号
28 * @details 最大が18になるのはD&D由来
30 static int calc_basic_stat(player_type *creature_ptr, int stat_num)
33 if ((creature_ptr->stat_max[stat_num] > 18) && (creature_ptr->stat_top[stat_num] > 18))
34 e_adj = (creature_ptr->stat_top[stat_num] - creature_ptr->stat_max[stat_num]) / 10;
36 if ((creature_ptr->stat_max[stat_num] <= 18) && (creature_ptr->stat_top[stat_num] <= 18))
37 e_adj = creature_ptr->stat_top[stat_num] - creature_ptr->stat_max[stat_num];
39 if ((creature_ptr->stat_max[stat_num] <= 18) && (creature_ptr->stat_top[stat_num] > 18))
40 e_adj = (creature_ptr->stat_top[stat_num] - 18) / 10 - creature_ptr->stat_max[stat_num] + 18;
42 if ((creature_ptr->stat_max[stat_num] > 18) && (creature_ptr->stat_top[stat_num] <= 18))
43 e_adj = creature_ptr->stat_top[stat_num] - (creature_ptr->stat_max[stat_num] - 19) / 10 - 19;
50 * @brief 特殊な種族の時、腕力等の基礎パラメータを変動させる
51 * @param creature_ptr プレーヤーへの参照ポインタ
52 * @param stat_num 能力値番号
55 static int compensate_special_race(player_type *creature_ptr, int stat_num)
57 if (!is_specific_player_race(creature_ptr, RACE_ENT)) return 0;
64 if (creature_ptr->lev > 25) r_adj++;
65 if (creature_ptr->lev > 40) r_adj++;
66 if (creature_ptr->lev > 45) r_adj++;
69 if (creature_ptr->lev > 25) r_adj--;
70 if (creature_ptr->lev > 40) r_adj--;
71 if (creature_ptr->lev > 45) r_adj--;
80 * @brief 能力値名を(もし一時的減少なら'x'を付けて)表示する
81 * @param creature_ptr プレーヤーへの参照ポインタ
82 * @param stat_num 能力値番号
87 static void display_basic_stat_name(player_type *creature_ptr, int stat_num, int row, int stat_col)
89 if (creature_ptr->stat_cur[stat_num] < creature_ptr->stat_max[stat_num])
90 c_put_str(TERM_WHITE, stat_names_reduced[stat_num], row + stat_num + 1, stat_col + 1);
92 c_put_str(TERM_WHITE, stat_names[stat_num], row + stat_num + 1, stat_col + 1);
97 * @brief 能力値を、基本・種族補正・職業補正・性格補正・装備補正・合計・現在 (一時的減少のみ) の順で表示する
98 * @param creature_ptr プレーヤーへの参照ポインタ
99 * @param stat_num 能力値番号
100 * @param r_adj 補正後の基礎パラメータ
107 static void display_basic_stat_value(player_type *creature_ptr, int stat_num, int r_adj, int e_adj, int row, int stat_col, char *buf)
109 (void)sprintf(buf, "%3d", r_adj);
110 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 13);
112 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[stat_num]);
113 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 16);
115 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[stat_num]);
116 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 19);
118 (void)sprintf(buf, "%3d", (int)e_adj);
119 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 22);
121 cnv_stat(creature_ptr->stat_top[stat_num], buf);
122 c_put_str(TERM_L_GREEN, buf, row + stat_num + 1, stat_col + 26);
124 if (creature_ptr->stat_use[stat_num] < creature_ptr->stat_top[stat_num])
126 cnv_stat(creature_ptr->stat_use[stat_num], buf);
127 c_put_str(TERM_YELLOW, buf, row + stat_num + 1, stat_col + 33);
133 * @brief 能力値を補正しつつ表示する
134 * @param creature_ptr プレーヤーへの参照ポインタ
139 static void process_stats(player_type *creature_ptr, int row, int stat_col)
142 for (int i = 0; i < A_MAX; i++)
144 int r_adj = creature_ptr->mimic_form
145 ? mimic_info[creature_ptr->mimic_form].r_adj[i]
147 int e_adj = calc_basic_stat(creature_ptr, i);
148 r_adj += compensate_special_race(creature_ptr, i);
150 e_adj -= cp_ptr->c_adj[i];
151 e_adj -= ap_ptr->a_adj[i];
153 display_basic_stat_name(creature_ptr, i, row, stat_col);
154 cnv_stat(creature_ptr->stat_max[i], buf);
155 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
156 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
158 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
160 display_basic_stat_value(creature_ptr, i, r_adj, e_adj, row, stat_col, buf);
166 * @brief pval付きの装備に依るステータス補正を表示する
169 * @param o_ptr 装備品への参照ポインタ
171 * @param flags 装備品に立っているフラグ
174 static void compensate_stat_by_weapon(char *c, TERM_COLOR *a, object_type *o_ptr, int stat, BIT_FLAGS *flags)
181 if (o_ptr->pval < 10) *c = '0' + o_ptr->pval;
184 if (have_flag(flags, stat + TR_SUST_STR))
192 if (o_ptr->pval > -10) *c = '0' - o_ptr->pval;
198 * @brief 装備品を走査してpval付きのものをそれと分かるように表示する
199 * @param creature_ptr プレーヤーへの参照ポインタ
200 * @param flags 装備品に立っているフラグ
205 static void display_equipments_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int *col)
207 for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++)
210 o_ptr = &creature_ptr->inventory_list[i];
211 object_flags_known(creature_ptr, o_ptr, flags);
212 for (int stat = 0; stat < A_MAX; stat++)
214 TERM_COLOR a = TERM_SLATE;
216 if (have_flag(flags, stat))
218 compensate_stat_by_weapon(&c, &a, o_ptr, stat, flags);
220 else if (have_flag(flags, stat + TR_SUST_STR))
226 term_putch(*col, row + stat + 1, a, c);
236 * @param creature_ptr プレーヤーへの参照ポインタ
240 static int compensation_stat_by_mutation(player_type *creature_ptr, int stat)
242 int compensation = 0;
245 if (creature_ptr->muta3 & MUT3_HYPER_STR) compensation += 4;
246 if (creature_ptr->muta3 & MUT3_PUNY) compensation -= 4;
247 if (creature_ptr->tsuyoshi) compensation += 4;
251 if (stat == A_WIS || stat == A_INT)
253 if (creature_ptr->muta3 & MUT3_HYPER_INT) compensation += 4;
254 if (creature_ptr->muta3 & MUT3_MORONIC) compensation -= 4;
260 if (creature_ptr->muta3 & MUT3_IRON_SKIN) compensation -= 1;
261 if (creature_ptr->muta3 & MUT3_LIMBER) compensation += 3;
262 if (creature_ptr->muta3 & MUT3_ARTHRITIS) compensation -= 3;
268 if (creature_ptr->muta3 & MUT3_RESILIENT) compensation += 4;
269 if (creature_ptr->muta3 & MUT3_XTRA_FAT) compensation += 2;
270 if (creature_ptr->muta3 & MUT3_ALBINO) compensation -= 4;
271 if (creature_ptr->muta3 & MUT3_FLESH_ROT) compensation -= 2;
272 if (creature_ptr->tsuyoshi) compensation += 4;
278 if (creature_ptr->muta3 & MUT3_SILLY_VOI) compensation -= 4;
279 if (creature_ptr->muta3 & MUT3_BLANK_FAC) compensation -= 1;
280 if (creature_ptr->muta3 & MUT3_FLESH_ROT) compensation -= 1;
281 if (creature_ptr->muta3 & MUT3_SCALES) compensation -= 1;
282 if (creature_ptr->muta3 & MUT3_WART_SKIN) compensation -= 2;
283 if (creature_ptr->muta3 & MUT3_ILL_NORM) compensation = 0;
292 * @brief 突然変異 (と、つよしスペシャル)による能力値の補正有無で表示する記号を変える
293 * @param creature_ptr プレーヤーへの参照ポインタ
299 static void change_display_by_mutation(player_type *creature_ptr, int stat, char *c, TERM_COLOR *a)
301 if ((creature_ptr->muta3 != 0) && !creature_ptr->tsuyoshi) return;
303 int compensation = compensation_stat_by_mutation(creature_ptr, stat);
304 if (compensation == 0) return;
307 if (compensation > 0)
310 if (compensation < 10) *c = '0' + compensation;
313 if (compensation < 0)
316 if (compensation > -10) *c = '0' - compensation;
322 * @brief 能力値を走査し、突然変異 (と、つよしスペシャル)で補正をかける必要があればかける
323 * @param creature_ptr プレーヤーへの参照ポインタ
329 static void display_mutation_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int col)
331 for (int stat = 0; stat < A_MAX; stat++)
335 change_display_by_mutation(creature_ptr, stat, &c, &a);
337 if (have_flag(flags, stat + TR_SUST_STR))
343 term_putch(col, row + stat + 1, a, c);
349 * @brief プレイヤーの特性フラグ一覧表示2b /
350 * Special display, part 2b
351 * @param creature_ptr プレーヤーへの参照ポインタ
355 * How to print out the modifications and sustains.
356 * Positive mods with no sustain will be light green.
357 * Positive mods with a sustain will be dark green.
358 * Sustains (with no modification) will be a dark green 's'.
359 * Negative mods (from a curse) will be red.
360 * Huge mods (>9), like from MICoMorgoth, will be a '*'
361 * No mod, no sustain, will be a slate '.'
364 void display_player_stat_info(player_type *creature_ptr)
368 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
369 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
370 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
371 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
372 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
373 process_stats(creature_ptr, row, stat_col);
375 int col = stat_col + 41;
376 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
377 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
379 BIT_FLAGS flags[TR_FLAG_SIZE];
380 display_equipments_compensation(creature_ptr,flags, row, &col);
381 player_flags(creature_ptr, flags);
382 display_mutation_compensation(creature_ptr, flags, row, col);