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 "player/player-status-table.h"
20 #include "term/screen-processor.h"
21 #include "term/term-color-types.h"
22 #include "util/bit-flags-calculator.h"
25 * @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
26 * @param creature_ptr プレーヤーへの参照ポインタ
27 * @param stat_num 能力値番号
29 * @details 最大が18になるのはD&D由来
31 static int calc_basic_stat(player_type *creature_ptr, int stat_num)
34 if ((creature_ptr->stat_max[stat_num] > 18) && (creature_ptr->stat_top[stat_num] > 18))
35 e_adj = (creature_ptr->stat_top[stat_num] - creature_ptr->stat_max[stat_num]) / 10;
37 if ((creature_ptr->stat_max[stat_num] <= 18) && (creature_ptr->stat_top[stat_num] <= 18))
38 e_adj = creature_ptr->stat_top[stat_num] - creature_ptr->stat_max[stat_num];
40 if ((creature_ptr->stat_max[stat_num] <= 18) && (creature_ptr->stat_top[stat_num] > 18))
41 e_adj = (creature_ptr->stat_top[stat_num] - 18) / 10 - creature_ptr->stat_max[stat_num] + 18;
43 if ((creature_ptr->stat_max[stat_num] > 18) && (creature_ptr->stat_top[stat_num] <= 18))
44 e_adj = creature_ptr->stat_top[stat_num] - (creature_ptr->stat_max[stat_num] - 19) / 10 - 19;
51 * @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
52 * @param creature_ptr プレーヤーへの参照ポインタ
53 * @param stat_num 能力値番号
56 static int compensate_special_race(player_type *creature_ptr, int stat_num)
58 if (!is_specific_player_race(creature_ptr, RACE_ENT)) return 0;
65 if (creature_ptr->lev > 25) r_adj++;
66 if (creature_ptr->lev > 40) r_adj++;
67 if (creature_ptr->lev > 45) r_adj++;
70 if (creature_ptr->lev > 25) r_adj--;
71 if (creature_ptr->lev > 40) r_adj--;
72 if (creature_ptr->lev > 45) r_adj--;
81 * @brief 能力値名を(もし一時的減少なら'x'を付けて)表示する
82 * @param creature_ptr プレーヤーへの参照ポインタ
83 * @param stat_num 能力値番号
88 static void display_basic_stat_name(player_type *creature_ptr, int stat_num, int row, int stat_col)
90 if (creature_ptr->stat_cur[stat_num] < creature_ptr->stat_max[stat_num])
91 c_put_str(TERM_WHITE, stat_names_reduced[stat_num], row + stat_num + 1, stat_col + 1);
93 c_put_str(TERM_WHITE, stat_names[stat_num], row + stat_num + 1, stat_col + 1);
98 * @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
99 * @param creature_ptr プレーヤーへの参照ポインタ
100 * @param stat_num 能力値番号
101 * @param r_adj 補正後の基礎パラメータ
108 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)
110 (void)sprintf(buf, "%3d", r_adj);
111 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 13);
113 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[stat_num]);
114 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 16);
116 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[stat_num]);
117 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 19);
119 (void)sprintf(buf, "%3d", (int)e_adj);
120 c_put_str(TERM_L_BLUE, buf, row + stat_num + 1, stat_col + 22);
122 cnv_stat(creature_ptr->stat_top[stat_num], buf);
123 c_put_str(TERM_L_GREEN, buf, row + stat_num + 1, stat_col + 26);
125 if (creature_ptr->stat_use[stat_num] < creature_ptr->stat_top[stat_num])
127 cnv_stat(creature_ptr->stat_use[stat_num], buf);
128 c_put_str(TERM_YELLOW, buf, row + stat_num + 1, stat_col + 33);
134 * @brief 能力値を補正しつつ表示する
135 * @param creature_ptr プレーヤーへの参照ポインタ
140 static void process_stats(player_type *creature_ptr, int row, int stat_col)
143 for (int i = 0; i < A_MAX; i++)
145 int r_adj = creature_ptr->mimic_form
146 ? mimic_info[creature_ptr->mimic_form].r_adj[i]
148 int e_adj = calc_basic_stat(creature_ptr, i);
149 r_adj += compensate_special_race(creature_ptr, i);
151 e_adj -= cp_ptr->c_adj[i];
152 e_adj -= ap_ptr->a_adj[i];
154 display_basic_stat_name(creature_ptr, i, row, stat_col);
155 cnv_stat(creature_ptr->stat_max[i], buf);
156 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
157 c_put_str(TERM_WHITE, "!", row + i + 1, _(stat_col + 6, stat_col + 4));
159 c_put_str(TERM_BLUE, buf, row + i + 1, stat_col + 13 - strlen(buf));
161 display_basic_stat_value(creature_ptr, i, r_adj, e_adj, row, stat_col, buf);
167 * @brief pval付きの装備に依るステータス補正を表示する
170 * @param o_ptr 装備品への参照ポインタ
172 * @param flags 装備品に立っているフラグ
175 static void compensate_stat_by_weapon(char *c, TERM_COLOR *a, object_type *o_ptr, int stat, BIT_FLAGS *flags)
182 if (o_ptr->pval < 10) *c = '0' + o_ptr->pval;
185 if (has_flag(flags, stat + TR_SUST_STR))
193 if (o_ptr->pval > -10) *c = '0' - o_ptr->pval;
199 * @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
200 * @param creature_ptr プレーヤーへの参照ポインタ
201 * @param flags 装備品に立っているフラグ
206 static void display_equipments_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int *col)
208 for (inventory_slot_type i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++)
211 o_ptr = &creature_ptr->inventory_list[i];
212 object_flags_known(creature_ptr, o_ptr, flags);
213 for (int stat = 0; stat < A_MAX; stat++)
215 TERM_COLOR a = TERM_SLATE;
217 if (has_flag(flags, stat))
219 compensate_stat_by_weapon(&c, &a, o_ptr, stat, flags);
221 else if (has_flag(flags, stat + TR_SUST_STR))
227 term_putch(*col, row + stat + 1, a, c);
237 * @param creature_ptr プレーヤーへの参照ポインタ
241 static int compensation_stat_by_mutation(player_type *creature_ptr, int stat)
243 int compensation = 0;
246 if (creature_ptr->muta3 & MUT3_HYPER_STR) compensation += 4;
247 if (creature_ptr->muta3 & MUT3_PUNY) compensation -= 4;
248 if (creature_ptr->tsuyoshi) compensation += 4;
252 if (stat == A_WIS || stat == A_INT)
254 if (creature_ptr->muta3 & MUT3_HYPER_INT) compensation += 4;
255 if (creature_ptr->muta3 & MUT3_MORONIC) compensation -= 4;
261 if (creature_ptr->muta3 & MUT3_IRON_SKIN) compensation -= 1;
262 if (creature_ptr->muta3 & MUT3_LIMBER) compensation += 3;
263 if (creature_ptr->muta3 & MUT3_ARTHRITIS) compensation -= 3;
269 if (creature_ptr->muta3 & MUT3_RESILIENT) compensation += 4;
270 if (creature_ptr->muta3 & MUT3_XTRA_FAT) compensation += 2;
271 if (creature_ptr->muta3 & MUT3_ALBINO) compensation -= 4;
272 if (creature_ptr->muta3 & MUT3_FLESH_ROT) compensation -= 2;
273 if (creature_ptr->tsuyoshi) compensation += 4;
279 if (creature_ptr->muta3 & MUT3_SILLY_VOI) compensation -= 4;
280 if (creature_ptr->muta3 & MUT3_BLANK_FAC) compensation -= 1;
281 if (creature_ptr->muta3 & MUT3_FLESH_ROT) compensation -= 1;
282 if (creature_ptr->muta3 & MUT3_SCALES) compensation -= 1;
283 if (creature_ptr->muta3 & MUT3_WART_SKIN) compensation -= 2;
284 if (creature_ptr->muta3 & MUT3_ILL_NORM) compensation = 0;
293 * @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
294 * @param creature_ptr プレーヤーへの参照ポインタ
300 static void change_display_by_mutation(player_type *creature_ptr, int stat, char *c, TERM_COLOR *a)
302 int compensation = compensation_stat_by_mutation(creature_ptr, stat);
303 if (compensation == 0) return;
306 if (compensation > 0)
309 if (compensation < 10) *c = '0' + compensation;
312 if (compensation < 0)
315 if (compensation > -10) *c = '0' - compensation;
321 * @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
322 * @param creature_ptr プレーヤーへの参照ポインタ
328 static void display_mutation_compensation(player_type *creature_ptr, BIT_FLAGS *flags, int row, int col)
330 for (int stat = 0; stat < A_MAX; stat++)
334 change_display_by_mutation(creature_ptr, stat, &c, &a);
336 if (has_flag(flags, stat + TR_SUST_STR))
342 term_putch(col, row + stat + 1, a, c);
348 * @brief プレイヤーの特性フラグ一覧表示2b /
349 * Special display, part 2b
350 * @param creature_ptr プレーヤーへの参照ポインタ
354 * How to print out the modifications and sustains.
355 * Positive mods with no sustain will be light green.
356 * Positive mods with a sustain will be dark green.
357 * Sustains (with no modification) will be a dark green 's'.
358 * Negative mods (from a curse) will be red.
359 * Huge mods (>9), like from MICoMorgoth, will be a '*'
360 * No mod, no sustain, will be a slate '.'
363 void display_player_stat_info(player_type *creature_ptr)
367 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col + 1);
368 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col + 7);
369 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col + 13);
370 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col + 28);
371 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col + 35);
372 process_stats(creature_ptr, row, stat_col);
374 int col = stat_col + 41;
375 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
376 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
378 BIT_FLAGS flags[TR_FLAG_SIZE];
379 display_equipments_compensation(creature_ptr,flags, row, &col);
380 player_flags(creature_ptr, flags);
381 display_mutation_compensation(creature_ptr, flags, row, col);