2 * @brief プレイヤーのステータス表示メインルーチン群
6 * ここにこれ以上関数を引っ越してくるのは禁止
9 #include "view/display-player.h"
10 #include "dungeon/quest.h"
11 #include "floor/floor-util.h"
12 #include "game-option/text-display-options.h"
13 #include "info-reader/fixed-map-parser.h"
14 #include "inventory/inventory-slot-types.h"
15 #include "knowledge/knowledge-mutations.h"
16 #include "mind/mind-elementalist.h"
17 #include "mutation/mutation-flag-types.h"
18 #include "object/object-info.h"
19 #include "object/object-kind.h"
20 #include "player-info/alignment.h"
21 #include "player-info/class-info.h"
22 #include "player-info/mimic-info-table.h"
23 #include "player/patron.h"
24 #include "player/player-personality.h"
25 #include "player/player-sex.h"
26 #include "player/player-status-flags.h"
27 #include "player/player-status-table.h"
28 #include "player/player-status.h"
29 #include "realm/realm-names-table.h"
30 #include "status-first-page.h"
31 #include "system/floor-type-definition.h"
32 #include "system/object-type-definition.h"
33 #include "system/player-type-definition.h"
34 #include "term/screen-processor.h"
35 #include "term/term-color-types.h"
36 #include "util/buffer-shaper.h"
37 #include "view/display-characteristic.h"
38 #include "view/display-player-middle.h"
39 #include "view/display-player-misc-info.h"
40 #include "view/display-player-stat-info.h"
41 #include "view/display-util.h"
42 #include "world/world.h"
47 * @param player_ptr プレイヤーへの参照ポインタ
48 * @param mode ステータス表示モード
49 * @return どれかの処理をこなしたらTRUE、何もしなかったらFALSE
51 static bool display_player_info(player_type *player_ptr, int mode)
54 display_player_misc_info(player_ptr);
55 display_player_stat_info(player_ptr);
56 display_player_flag_info_1(player_ptr, display_player_equippy);
61 display_player_flag_info_2(player_ptr, display_player_equippy);
66 display_player_flag_info_3(player_ptr, display_player_equippy);
71 do_cmd_knowledge_mutations(player_ptr);
79 * @brief 名前、性別、種族、職業を表示する
80 * @param player_ptr プレイヤーへの参照ポインタ
82 static void display_player_basic_info(player_type *player_ptr)
86 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", player_ptr->name);
88 sprintf(tmp, "%s %s", ap_ptr->title, player_ptr->name);
91 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
92 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
93 display_player_one_line(ENTRY_RACE, (player_ptr->mimic_form ? mimic_info[player_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
94 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
99 * @param player_ptr プレイヤーへの参照ポインタ
101 static void display_magic_realms(player_type *player_ptr)
103 if (player_ptr->realm1 == REALM_NONE && player_ptr->element == REALM_NONE)
107 if (player_ptr->pclass == CLASS_ELEMENTALIST)
108 sprintf(tmp, "%s", get_element_title(player_ptr->element));
109 else if (player_ptr->realm2)
110 sprintf(tmp, "%s, %s", realm_names[player_ptr->realm1], realm_names[player_ptr->realm2]);
112 strcpy(tmp, realm_names[player_ptr->realm1]);
114 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
118 * @ brief 年齢、身長、体重、社会的地位を表示する
119 * @param player_ptr プレイヤーへの参照ポインタ
121 * 日本語版では、身長はcmに、体重はkgに変更してある
123 static void display_phisique(player_type *player_ptr)
126 display_player_one_line(ENTRY_AGE, format("%d才", (int)player_ptr->age), TERM_L_BLUE);
127 display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((player_ptr->ht * 254) / 100)), TERM_L_BLUE);
128 display_player_one_line(ENTRY_WEIGHT, format("%dkg", (int)((player_ptr->wt * 4536) / 10000)), TERM_L_BLUE);
129 display_player_one_line(ENTRY_SOCIAL, format("%d ", (int)player_ptr->sc), TERM_L_BLUE);
131 display_player_one_line(ENTRY_AGE, format("%d", (int)player_ptr->age), TERM_L_BLUE);
132 display_player_one_line(ENTRY_HEIGHT, format("%d", (int)player_ptr->ht), TERM_L_BLUE);
133 display_player_one_line(ENTRY_WEIGHT, format("%d", (int)player_ptr->wt), TERM_L_BLUE);
134 display_player_one_line(ENTRY_SOCIAL, format("%d", (int)player_ptr->sc), TERM_L_BLUE);
136 std::string alg = PlayerAlignment(player_ptr).get_alignment_description();
137 display_player_one_line(ENTRY_ALIGN, format("%s", alg.c_str()), TERM_L_BLUE);
141 * @brief 能力値を (減少していたら色を変えて)表示する
142 * @param player_ptr プレイヤーへの参照ポインタ
144 static void display_player_stats(player_type *player_ptr)
147 for (int i = 0; i < A_MAX; i++) {
148 if (player_ptr->stat_cur[i] < player_ptr->stat_max[i]) {
149 put_str(stat_names_reduced[i], 3 + i, 53);
150 int value = player_ptr->stat_use[i];
151 cnv_stat(value, buf);
152 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
153 value = player_ptr->stat_top[i];
154 cnv_stat(value, buf);
155 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
157 put_str(stat_names[i], 3 + i, 53);
158 cnv_stat(player_ptr->stat_use[i], buf);
159 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
162 if (player_ptr->stat_max[i] == player_ptr->stat_max_max[i])
163 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
168 * @brief ゲームオーバーの原因を探る (生きていたら何もしない)
169 * @param player_ptr プレイヤーへの参照ポインタ
170 * @param statmsg メッセージバッファ
171 * @return 生きていたらFALSE、死んでいたらTRUE
173 static bool search_death_cause(player_type *player_ptr, char *statmsg)
175 floor_type *floor_ptr = player_ptr->current_floor_ptr;
176 if (!player_ptr->is_dead)
179 if (w_ptr->total_winner) {
180 sprintf(statmsg, _("…あなたは勝利の後%sした。", "...You %s after winning."),
181 streq(player_ptr->died_from, "Seppuku") ? _("切腹", "committed seppuku") : _("引退", "retired from the adventure"));
186 if (!floor_ptr->dun_level) {
188 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(player_ptr), player_ptr->died_from);
190 sprintf(statmsg, "...You were killed by %s in %s.", player_ptr->died_from, map_name(player_ptr));
195 if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)) {
196 /* Get the quest text */
197 /* Bewere that INIT_ASSIGN resets the cur_num. */
198 init_flags = INIT_NAME_ONLY;
199 parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
201 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, player_ptr->died_from);
203 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", player_ptr->died_from, quest[floor_ptr->inside_quest].name);
209 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(player_ptr), (int)floor_ptr->dun_level, player_ptr->died_from);
211 sprintf(statmsg, "...You were killed by %s on level %d of %s.", player_ptr->died_from, floor_ptr->dun_level, map_name(player_ptr));
218 * @brief クエストフロアで生きている場合、クエスト名をバッファに詰める
219 * @param player_ptr プレイヤーへの参照ポインタ
220 * @param statmsg メッセージバッファ
221 * @return クエスト内であればTRUE、いなければFALSE
223 static bool decide_death_in_quest(player_type *player_ptr, char *statmsg)
225 floor_type *floor_ptr = player_ptr->current_floor_ptr;
226 if (!floor_ptr->inside_quest || !is_fixed_quest_idx(floor_ptr->inside_quest))
229 for (int i = 0; i < 10; i++)
230 quest_text[i][0] = '\0';
233 init_flags = INIT_NAME_ONLY;
234 parse_fixed_map(player_ptr, "q_info.txt", 0, 0, 0, 0);
235 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[floor_ptr->inside_quest].name);
240 * @brief 現在いるフロアを、または死んでいたらどこでどう死んだかをバッファに詰める
241 * @param player_ptr プレイヤーへの参照ポインタ
242 * @param statmsg メッセージバッファ
244 static void decide_current_floor(player_type *player_ptr, char *statmsg)
246 if (search_death_cause(player_ptr, statmsg))
248 if (!w_ptr->character_dungeon)
251 floor_type *floor_ptr = player_ptr->current_floor_ptr;
252 if (floor_ptr->dun_level == 0) {
253 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(player_ptr));
257 if (decide_death_in_quest(player_ptr, statmsg))
261 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(player_ptr), (int)floor_ptr->dun_level);
263 sprintf(statmsg, "...Now, you are exploring level %d of %s.", (int)floor_ptr->dun_level, map_name(player_ptr));
268 * @brief 今いる、または死亡した場所を表示する
269 * @param statmsg メッセージバッファ
271 static void display_current_floor(char *statmsg)
274 shape_buffer(statmsg, 60, temp, sizeof(temp));
277 for (int i = 0; i < 2; i++) {
281 put_str(t, i + 5 + 12, 10);
287 * @brief プレイヤーのステータス表示メイン処理
288 * Display the character on the screen (various modes)
289 * @param player_ptr プレイヤーへの参照ポインタ
290 * @param mode 表示モードID
293 * The top one and bottom two lines are left blank.
294 * Mode 0 = standard display with skills
295 * Mode 1 = standard display with history
296 * Mode 2 = summary of various things
297 * Mode 3 = summary of various things (part 2)
301 void display_player(player_type *player_ptr, int mode)
303 if ((player_ptr->muta.any() || has_good_luck(player_ptr)) && display_mutations)
309 if (display_player_info(player_ptr, mode))
312 display_player_basic_info(player_ptr);
313 display_magic_realms(player_ptr);
315 if ((player_ptr->pclass == CLASS_CHAOS_WARRIOR) || (player_ptr->muta.has(MUTA::CHAOS_GIFT)))
316 display_player_one_line(ENTRY_PATRON, chaos_patrons[player_ptr->chaos_patron], TERM_L_BLUE);
318 display_phisique(player_ptr);
319 display_player_stats(player_ptr);
322 display_player_middle(player_ptr);
323 display_player_various(player_ptr);
328 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
329 for (int i = 0; i < 4; i++)
330 put_str(player_ptr->history[i], i + 12, 10);
333 decide_current_floor(player_ptr, statmsg);
337 display_current_floor(statmsg);
341 * @brief プレイヤーの装備一覧をシンボルで並べる
343 * @param player_ptr プレイヤーへの参照ポインタ
344 * @param y 表示するコンソールの行
345 * @param x 表示するコンソールの列
347 * @todo y = 6、x = 0、mode = 0で固定。何とかする
349 void display_player_equippy(player_type *player_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
351 int max_i = (mode & DP_WP) ? INVEN_BOW + 1 : INVEN_TOTAL;
352 for (int i = INVEN_MAIN_HAND; i < max_i; i++) {
354 o_ptr = &player_ptr->inventory_list[i];
356 TERM_COLOR a = object_attr(o_ptr);
357 SYMBOL_CODE c = object_char(o_ptr);
359 if (!equippy_chars || !o_ptr->k_idx) {
364 term_putch(x + i - INVEN_MAIN_HAND, y, a, c);