2 * @file status-first-page.c
3 * @brief キャラ基本情報及び技能値の表示
8 #include "view/status-first-page.h"
9 #include "art-definition/art-bow-types.h"
10 #include "art-definition/art-sword-types.h"
11 #include "combat/attack-power-table.h"
12 #include "combat/shoot.h"
13 #include "display-util.h"
14 #include "game-option/text-display-options.h"
15 #include "inventory/inventory-slot-types.h"
16 #include "mutation/mutation-flag-types.h"
17 #include "object-enchant/special-object-flags.h"
18 #include "object-enchant/tr-types.h"
19 #include "object/object-flags.h"
20 #include "perception/object-perception.h"
21 #include "player/special-defense-types.h"
22 #include "player/player-status-flags.h"
23 #include "sv-definition/sv-weapon-types.h"
24 #include "term/term-color-types.h"
25 #include "util/bit-flags-calculator.h"
27 static TERM_COLOR likert_color = TERM_WHITE;
31 * @param creature_ptr プレーヤーへの参照ポインタ
32 * @param o_ptr 装備中の弓への参照ポインタ
34 * @param shot_frac 射撃速度
37 static void calc_shot_params(player_type *creature_ptr, object_type *o_ptr, int *shots, int *shot_frac)
39 if (o_ptr->k_idx == 0) return;
41 ENERGY energy_fire = bow_energy(o_ptr->sval);
42 *shots = creature_ptr->num_fire * 100;
43 *shot_frac = ((*shots) * 100 / energy_fire) % 100;
44 *shots = (*shots) / energy_fire;
45 if (o_ptr->name1 != ART_CRIMSON) return;
49 if (creature_ptr->pclass != CLASS_ARCHER) return;
51 if (creature_ptr->lev >= 10) (*shots)++;
52 if (creature_ptr->lev >= 30) (*shots)++;
53 if (creature_ptr->lev >= 45) (*shots)++;
58 * @brief 武器装備に制限のあるクラスで、直接攻撃のダメージを計算する
59 * @param creature_ptr プレーヤーへの参照ポインタ
60 * @param hand 手 (利き手が0、反対の手が1…のはず)
61 * @param damage 直接攻撃のダメージ
62 * @param basedam 素手における直接攻撃のダメージ
63 * @param o_ptr 装備中の武器への参照ポインタ
64 * @return 利き手ならTRUE、反対の手ならFALSE
66 static bool calc_weapon_damage_limit(player_type *creature_ptr, int hand, int *damage, int *basedam, object_type *o_ptr)
68 PLAYER_LEVEL level = creature_ptr->lev;
75 if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
76 if (creature_ptr->special_defense & KAMAE_BYAKKO)
77 *basedam = monk_ave_damage[level][1];
78 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
79 *basedam = monk_ave_damage[level][2];
81 *basedam = monk_ave_damage[level][0];
83 damage[hand] += *basedam;
84 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[hand] = 1;
85 if (damage[hand] < 0) damage[hand] = 0;
92 * @brief 片手あたりのダメージ量を計算する
93 * @param o_ptr 装備中の武器への参照ポインタ
95 * @param damage 直接攻撃のダメージ
96 * @param basedam 素手における直接攻撃のダメージ
97 * @return 素手ならFALSE、武器を持っていればTRUE
99 static bool calc_weapon_one_hand(object_type *o_ptr, int hand, int *damage, int *basedam)
101 if (o_ptr->k_idx == 0) return FALSE;
104 damage[hand] += *basedam;
105 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
108 if (damage[hand] < 0)
116 * @brief ヴォーパル武器等によるダメージ強化
117 * @param creature_ptr プレーヤーへの参照ポインタ
118 * @param o_ptr 装備中の武器への参照ポインタ
119 * @param basedam 素手における直接攻撃のダメージ
120 * @param flgs オブジェクトフラグ群
123 static int strengthen_basedam(player_type *creature_ptr, object_type *o_ptr, int basedam, BIT_FLAGS *flgs)
125 if (object_is_fully_known(o_ptr) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
131 else if (have_flag(flgs, TR_VORPAL))
133 /* vorpal flag only */
139 bool is_force = creature_ptr->pclass != CLASS_SAMURAI;
140 is_force &= have_flag(flgs, TR_FORCE_WEAPON);
141 is_force &= creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5);
142 if (is_force) basedam = basedam * 7 / 2;
149 * @brief 技能ランクの表示基準を定める
150 * Returns a "rating" of x depending on y
152 * @param y 技能値に対するランク基準比
155 static concptr likert(int x, int y)
157 static char dummy[20] = "", dummy2[20] = "";
158 memset(dummy, 0, strlen(dummy));
159 memset(dummy2, 0, strlen(dummy2));
162 if (show_actual_value)
163 sprintf(dummy, "%3d-", x);
167 likert_color = TERM_L_DARK;
168 strcat(dummy, _("最低", "Very Bad"));
177 likert_color = TERM_RED;
178 strcat(dummy, _("悪い", "Bad"));
184 likert_color = TERM_L_RED;
185 strcat(dummy, _("劣る", "Poor"));
191 likert_color = TERM_ORANGE;
192 strcat(dummy, _("普通", "Fair"));
197 likert_color = TERM_YELLOW;
198 strcat(dummy, _("良い", "Good"));
203 likert_color = TERM_YELLOW;
204 strcat(dummy, _("大変良い", "Very Good"));
210 likert_color = TERM_L_GREEN;
211 strcat(dummy, _("卓越", "Excellent"));
220 likert_color = TERM_GREEN;
221 strcat(dummy, _("超越", "Superb"));
229 likert_color = TERM_BLUE;
230 strcat(dummy, _("英雄的", "Heroic"));
235 likert_color = TERM_VIOLET;
236 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
237 strcat(dummy, dummy2);
247 * @brief 弓+両手の武器それぞれについてダメージを計算する
248 * @param creature_ptr プレーヤーへの参照ポインタ
249 * @param damage 直接攻撃のダメージ
253 static void calc_two_hands(player_type *creature_ptr, int *damage, int *to_h)
256 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
257 BIT_FLAGS flgs[TR_FLAG_SIZE];
258 for (int i = 0; i < 2; i++)
261 damage[i] = creature_ptr->dis_to_d[i] * 100;
262 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
264 if (!calc_weapon_damage_limit(creature_ptr, i, damage, &basedam, o_ptr))
270 o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
271 if (!calc_weapon_one_hand(o_ptr, i, damage, &basedam)) continue;
274 bool poison_needle = FALSE;
275 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) poison_needle = TRUE;
276 if (object_is_known(o_ptr))
278 damage[i] += o_ptr->to_d * 100;
279 to_h[i] += o_ptr->to_h;
282 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
283 object_flags_known(creature_ptr, o_ptr, flgs);
285 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
286 basedam = strengthen_basedam(creature_ptr, o_ptr, basedam, flgs);
287 damage[i] += basedam;
288 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) damage[i] = 1;
289 if (damage[i] < 0) damage[i] = 0;
295 * @brief キャラ基本情報及び技能値をメインウィンドウに表示する
296 * @param creature_ptr プレーヤーへの参照ポインタ
297 * @param xthb 武器等を含めた最終命中率
300 * @param shot_frac 射撃速度
301 * @param display_player_one_line 1行表示用のコールバック関数
304 static void display_first_page(player_type *creature_ptr, int xthb, int *damage, int shots, int shot_frac)
306 int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
309 if (creature_ptr->muta2 & MUT2_HORNS) muta_att++;
310 if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
311 if (creature_ptr->muta2 & MUT2_BEAK) muta_att++;
312 if (creature_ptr->muta2 & MUT2_TRUNK) muta_att++;
313 if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
315 int blows1 = have_right_hand_weapon(creature_ptr) ? creature_ptr->num_blow[0] : 0;
316 int blows2 = have_left_hand_weapon(creature_ptr) ? creature_ptr->num_blow[1] : 0;
317 int xdis = creature_ptr->skill_dis;
318 int xdev = creature_ptr->skill_dev;
319 int xsav = creature_ptr->skill_sav;
320 int xstl = creature_ptr->skill_stl;
321 int xsrh = creature_ptr->skill_srh;
322 int xfos = creature_ptr->skill_fos;
323 int xdig = creature_ptr->skill_dig;
325 concptr desc = likert(xthn, 12);
326 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
328 desc = likert(xthb, 12);
329 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
331 desc = likert(xsav, 7);
332 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
334 desc = likert((xstl > 0) ? xstl : -1, 1);
335 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
337 desc = likert(xfos, 6);
338 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
340 desc = likert(xsrh, 6);
341 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
343 desc = likert(xdis, 8);
344 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
346 desc = likert(xdev, 6);
347 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
349 desc = likert(xdev, 6);
350 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
352 desc = likert(xdig, 4);
353 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
356 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
358 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
360 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
362 if ((damage[0] + damage[1]) == 0)
365 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
367 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
368 display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
373 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示する
374 * Prints ratings on certain abilities
375 * @param creature_ptr プレーヤーへの参照ポインタ
376 * @param display_player_one_line 1行表示用のコールバック関数
379 * This code is "imitated" elsewhere to "dump" a character sheet.
381 void display_player_various(player_type *creature_ptr)
384 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
385 int tmp = creature_ptr->to_h_b + o_ptr->to_h;
386 int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
389 calc_shot_params(creature_ptr, o_ptr, &shots, &shot_frac);
393 calc_two_hands(creature_ptr, damage, to_h);
394 display_first_page(creature_ptr, xthb, damage, shots, shot_frac);