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 "system/angband.h"
10 #include "display-player-stat-info.h"
11 #include "player/mimic-info-table.h"
12 #include "term/gameterm.h"
13 #include "player/player-personality.h"
14 #include "player/permanent-resistances.h"
17 * @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
18 * @param creature_ptr プレーヤーへの参照ポインタ
19 * @param stat_num 能力値番号
21 * @details 最大が18になるのはD&D由来
23 static int calc_basic_stat(player_type *creature_ptr, int stat_num)
26 if ((creature_ptr->stat_max[stat_num] > 18) && (creature_ptr->stat_top[stat_num] > 18))
27 e_adj = (creature_ptr->stat_top[stat_num] - creature_ptr->stat_max[stat_num]) / 10;
29 if ((creature_ptr->stat_max[stat_num] <= 18) && (creature_ptr->stat_top[stat_num] <= 18))
30 e_adj = creature_ptr->stat_top[stat_num] - creature_ptr->stat_max[stat_num];
32 if ((creature_ptr->stat_max[stat_num] <= 18) && (creature_ptr->stat_top[stat_num] > 18))
33 e_adj = (creature_ptr->stat_top[stat_num] - 18) / 10 - creature_ptr->stat_max[stat_num] + 18;
35 if ((creature_ptr->stat_max[stat_num] > 18) && (creature_ptr->stat_top[stat_num] <= 18))
36 e_adj = creature_ptr->stat_top[stat_num] - (creature_ptr->stat_max[stat_num] - 19) / 10 - 19;
43 * @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
44 * @param creature_ptr プレーヤーへの参照ポインタ
45 * @param stat_num 能力値番号
48 static int compensate_special_race(player_type *creature_ptr, int stat_num)
50 if (!PRACE_IS_(creature_ptr, RACE_ENT)) return 0;
57 if (creature_ptr->lev > 25) r_adj++;
58 if (creature_ptr->lev > 40) r_adj++;
59 if (creature_ptr->lev > 45) r_adj++;
62 if (creature_ptr->lev > 25) r_adj--;
63 if (creature_ptr->lev > 40) r_adj--;
64 if (creature_ptr->lev > 45) r_adj--;
73 * @brief 能力値名を(もし一時的減少なら'x'を付けて)表示する
74 * @param creature_ptr プレーヤーへの参照ポインタ
75 * @param stat_num 能力値番号
80 static void display_basic_stat_name(player_type *creature_ptr, int stat_num, int row, int stat_col)
82 if (creature_ptr->stat_cur[stat_num] < creature_ptr->stat_max[stat_num])
83 c_put_str(TERM_WHITE, stat_names_reduced[stat_num], row + stat_num + 1, stat_col + 1);
85 c_put_str(TERM_WHITE, stat_names[stat_num], row + stat_num + 1, stat_col + 1);
90 * @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
91 * @param creature_ptr プレーヤーへの参照ポインタ
92 * @param stat_num 能力値番号
93 * @param r_adj 補正後の基礎パラメータ
100 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)
102 (void)sprintf(buf, "%3d", r_adj);
103 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 13);
105 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[stat_num]);
106 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 16);
108 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[stat_num]);
109 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 19);
111 (void)sprintf(buf, "%3d", (int)e_adj);
112 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 22);
114 cnv_stat(creature_ptr->stat_top[stat_num], buf);
115 c_put_str(TERM_L_GREEN, buf, row + stat_num + 1, stat_col + 26);
117 if (creature_ptr->stat_use[stat_num] < creature_ptr->stat_top[stat_num])
119 cnv_stat(creature_ptr->stat_use[stat_num], buf);
120 c_put_str(TERM_YELLOW, buf, row + stat_num + 1, stat_col + 33);
126 * @brief 能力値を補正しつつ表示する
127 * @param creature_ptr プレーヤーへの参照ポインタ
132 static void process_stats(player_type *creature_ptr, int row, int stat_col)
135 for (int i = 0; i < A_MAX; i++)
137 int r_adj = creature_ptr->mimic_form
138 ? mimic_info[creature_ptr->mimic_form].r_adj[i]
140 int e_adj = calc_basic_stat(creature_ptr, i);
141 r_adj += compensate_special_race(creature_ptr, i);
143 e_adj -= cp_ptr->c_adj[i];
144 e_adj -= ap_ptr->a_adj[i];
146 display_basic_stat_name(creature_ptr, i, row, stat_col);
147 cnv_stat(creature_ptr->stat_max[i], buf);
148 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
149 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
151 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
153 display_basic_stat_value(creature_ptr, i, r_adj, e_adj, row, stat_col, buf);
159 * @brief pval付きの装備に依るステータス補正を表示する
162 * @param o_ptr 装備品への参照ポインタ
164 * @param flags 装備品に立っているフラグ
167 static void compensate_stat_by_weapon(char *c, TERM_COLOR *a, object_type *o_ptr, int stat, BIT_FLAGS *flags)
174 if (o_ptr->pval < 10) *c = '0' + o_ptr->pval;
177 if (have_flag(flags, stat + TR_SUST_STR))
185 if (o_ptr->pval > -10) *c = '0' - o_ptr->pval;
191 * @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
192 * @param creature_ptr プレーヤーへの参照ポインタ
193 * @param flags 装備品に立っているフラグ
198 static void display_equipments_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int *col)
200 for (int i = INVEN_RARM; i < INVEN_TOTAL; i++)
203 o_ptr = &creature_ptr->inventory_list[i];
204 object_flags_known(o_ptr, flags);
205 for (int stat = 0; stat < A_MAX; stat++)
207 TERM_COLOR a = TERM_SLATE;
209 if (have_flag(flags, stat))
211 compensate_stat_by_weapon(&c, &a, o_ptr, stat, flags);
213 else if (have_flag(flags, stat + TR_SUST_STR))
219 Term_putch(*col, row + stat + 1, a, c);
229 * @param creature_ptr プレーヤーへの参照ポインタ
233 static int compensation_stat_by_mutation(player_type *creature_ptr, int stat)
235 int compensation = 0;
238 if (creature_ptr->muta3 & MUT3_HYPER_STR) compensation += 4;
239 if (creature_ptr->muta3 & MUT3_PUNY) compensation -= 4;
240 if (creature_ptr->tsuyoshi) compensation += 4;
244 if (stat == A_WIS || stat == A_INT)
246 if (creature_ptr->muta3 & MUT3_HYPER_INT) compensation += 4;
247 if (creature_ptr->muta3 & MUT3_MORONIC) compensation -= 4;
253 if (creature_ptr->muta3 & MUT3_IRON_SKIN) compensation -= 1;
254 if (creature_ptr->muta3 & MUT3_LIMBER) compensation += 3;
255 if (creature_ptr->muta3 & MUT3_ARTHRITIS) compensation -= 3;
261 if (creature_ptr->muta3 & MUT3_RESILIENT) compensation += 4;
262 if (creature_ptr->muta3 & MUT3_XTRA_FAT) compensation += 2;
263 if (creature_ptr->muta3 & MUT3_ALBINO) compensation -= 4;
264 if (creature_ptr->muta3 & MUT3_FLESH_ROT) compensation -= 2;
265 if (creature_ptr->tsuyoshi) compensation += 4;
271 if (creature_ptr->muta3 & MUT3_SILLY_VOI) compensation -= 4;
272 if (creature_ptr->muta3 & MUT3_BLANK_FAC) compensation -= 1;
273 if (creature_ptr->muta3 & MUT3_FLESH_ROT) compensation -= 1;
274 if (creature_ptr->muta3 & MUT3_SCALES) compensation -= 1;
275 if (creature_ptr->muta3 & MUT3_WART_SKIN) compensation -= 2;
276 if (creature_ptr->muta3 & MUT3_ILL_NORM) compensation = 0;
285 * @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
286 * @param creature_ptr プレーヤーへの参照ポインタ
292 static void change_display_by_mutation(player_type *creature_ptr, int stat, char *c, TERM_COLOR *a)
294 if ((creature_ptr->muta3 != 0) && !creature_ptr->tsuyoshi) return;
296 int compensation = compensation_stat_by_mutation(creature_ptr, stat);
297 if (compensation == 0) return;
300 if (compensation > 0)
303 if (compensation < 10) *c = '0' + compensation;
306 if (compensation < 0)
309 if (compensation > -10) *c = '0' - compensation;
315 * @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
316 * @param creature_ptr プレーヤーへの参照ポインタ
322 static void display_mutation_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int col)
324 for (int stat = 0; stat < A_MAX; stat++)
328 change_display_by_mutation(creature_ptr, stat, &c, &a);
330 if (have_flag(flags, stat + TR_SUST_STR))
336 Term_putch(col, row + stat + 1, a, c);
342 * @brief プレイヤーの特性フラグ一覧表示2b /
343 * Special display, part 2b
344 * @param creature_ptr プレーヤーへの参照ポインタ
348 * How to print out the modifications and sustains.
349 * Positive mods with no sustain will be light green.
350 * Positive mods with a sustain will be dark green.
351 * Sustains (with no modification) will be a dark green 's'.
352 * Negative mods (from a curse) will be red.
353 * Huge mods (>9), like from MICoMorgoth, will be a '*'
354 * No mod, no sustain, will be a slate '.'
357 void display_player_stat_info(player_type *creature_ptr)
361 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
362 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
363 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
364 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
365 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
366 process_stats(creature_ptr, row, stat_col);
368 int col = stat_col + 41;
369 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
370 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
372 BIT_FLAGS flags[TR_FLAG_SIZE];
373 display_equipments_compensation(creature_ptr,flags, row, &col);
374 player_flags(creature_ptr, flags);
375 display_mutation_compensation(creature_ptr, flags, row, col);