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 "artifact/fixed-art-types.h"
10 #include "combat/attack-power-table.h"
11 #include "combat/shoot.h"
12 #include "display-util.h"
13 #include "game-option/text-display-options.h"
14 #include "inventory/inventory-slot-types.h"
15 #include "mutation/mutation-flag-types.h"
16 #include "object-enchant/special-object-flags.h"
17 #include "object-enchant/tr-types.h"
18 #include "object/object-flags.h"
19 #include "perception/object-perception.h"
20 #include "player/player-status-flags.h"
21 #include "player/special-defense-types.h"
22 #include "sv-definition/sv-weapon-types.h"
23 #include "term/term-color-types.h"
24 #include "util/bit-flags-calculator.h"
26 static TERM_COLOR likert_color = TERM_WHITE;
30 * @param creature_ptr プレーヤーへの参照ポインタ
31 * @param o_ptr 装備中の弓への参照ポインタ
33 * @param shot_frac 射撃速度
36 static void calc_shot_params(player_type *creature_ptr, object_type *o_ptr, int *shots, int *shot_frac)
38 if (o_ptr->k_idx == 0)
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)
50 if (creature_ptr->pclass != CLASS_ARCHER)
53 if (creature_ptr->lev >= 10)
55 if (creature_ptr->lev >= 30)
57 if (creature_ptr->lev >= 45)
62 * @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
63 * @param creature_ptr プレーヤーへの参照ポインタ
64 * @param hand 手 (利き手が0、反対の手が1…のはず)
65 * @param damage 直接攻撃のダメージ
66 * @param basedam 素手における直接攻撃のダメージ
67 * @param o_ptr 装備中の武器への参照ポインタ
68 * @return 利き手ならTRUE、反対の手ならFALSE
70 static bool calc_weapon_damage_limit(player_type *creature_ptr, int hand, int *damage, int *basedam, object_type *o_ptr)
72 PLAYER_LEVEL level = creature_ptr->lev;
78 if (creature_ptr->pclass == CLASS_FORCETRAINER)
79 level = MAX(1, level - 3);
80 if (creature_ptr->special_defense & KAMAE_BYAKKO)
81 *basedam = monk_ave_damage[level][1];
82 else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
83 *basedam = monk_ave_damage[level][2];
85 *basedam = monk_ave_damage[level][0];
87 damage[hand] += *basedam;
88 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
97 * @brief 片手あたりのダメージ量を計算する
98 * @param o_ptr 装備中の武器への参照ポインタ
100 * @param damage 直接攻撃のダメージ
101 * @param basedam 素手における直接攻撃のダメージ
102 * @return 素手ならFALSE、武器を持っていればTRUE
104 static bool calc_weapon_one_hand(object_type *o_ptr, int hand, int *damage, int *basedam)
106 if (o_ptr->k_idx == 0)
110 damage[hand] += *basedam;
111 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
114 if (damage[hand] < 0)
121 * @brief ヴォーパル武器等によるダメージ強化
122 * @param creature_ptr プレーヤーへの参照ポインタ
123 * @param o_ptr 装備中の武器への参照ポインタ
124 * @param basedam 素手における直接攻撃のダメージ
125 * @param flgs オブジェクトフラグ群
128 static int strengthen_basedam(player_type *creature_ptr, object_type *o_ptr, int basedam, BIT_FLAGS *flgs)
130 if (object_is_fully_known(o_ptr) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))) {
134 } else if (has_flag(flgs, TR_VORPAL)) {
135 /* vorpal flag only */
141 bool is_force = creature_ptr->pclass != CLASS_SAMURAI;
142 is_force &= has_flag(flgs, TR_FORCE_WEAPON);
143 is_force &= creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5);
145 basedam = basedam * 7 / 2;
151 * @brief 技能ランクの表示基準を定める
152 * Returns a "rating" of x depending on y
154 * @param y 技能値に対するランク基準比
157 static concptr likert(int x, int y)
159 static char dummy[20] = "", dummy2[20] = "";
160 memset(dummy, 0, strlen(dummy));
161 memset(dummy2, 0, strlen(dummy2));
165 if (show_actual_value)
166 sprintf(dummy, "%3d-", x);
169 likert_color = TERM_L_DARK;
170 strcat(dummy, _("最低", "Very Bad"));
177 likert_color = TERM_RED;
178 strcat(dummy, _("悪い", "Bad"));
182 likert_color = TERM_L_RED;
183 strcat(dummy, _("劣る", "Poor"));
188 likert_color = TERM_ORANGE;
189 strcat(dummy, _("普通", "Fair"));
193 likert_color = TERM_YELLOW;
194 strcat(dummy, _("良い", "Good"));
198 likert_color = TERM_YELLOW;
199 strcat(dummy, _("大変良い", "Very Good"));
204 likert_color = TERM_L_GREEN;
205 strcat(dummy, _("卓越", "Excellent"));
213 likert_color = TERM_GREEN;
214 strcat(dummy, _("超越", "Superb"));
221 likert_color = TERM_BLUE;
222 strcat(dummy, _("英雄的", "Heroic"));
226 likert_color = TERM_VIOLET;
227 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
228 strcat(dummy, dummy2);
237 * @brief 弓+両手の武器それぞれについてダメージを計算する
238 * @param creature_ptr プレーヤーへの参照ポインタ
239 * @param damage 直接攻撃のダメージ
243 static void calc_two_hands(player_type *creature_ptr, int *damage, int *to_h)
246 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
247 BIT_FLAGS flgs[TR_FLAG_SIZE];
248 for (int i = 0; i < 2; i++) {
250 damage[i] = creature_ptr->dis_to_d[i] * 100;
251 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_MAIN)) {
252 if (!calc_weapon_damage_limit(creature_ptr, i, damage, &basedam, o_ptr))
258 o_ptr = &creature_ptr->inventory_list[INVEN_MAIN_HAND + i];
259 if (!calc_weapon_one_hand(o_ptr, i, damage, &basedam))
263 bool poison_needle = FALSE;
264 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
265 poison_needle = TRUE;
266 if (object_is_known(o_ptr)) {
267 damage[i] += o_ptr->to_d * 100;
268 to_h[i] += o_ptr->to_h;
271 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
272 object_flags_known(creature_ptr, o_ptr, flgs);
274 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
275 basedam = strengthen_basedam(creature_ptr, o_ptr, basedam, flgs);
276 damage[i] += basedam;
277 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
285 * @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
286 * @param creature_ptr プレーヤーへの参照ポインタ
287 * @param xthb 武器等を含めた最終命中率
290 * @param shot_frac 射撃速度
291 * @param display_player_one_line 1行表示用のコールバック関数
294 static void display_first_page(player_type *creature_ptr, int xthb, int *damage, int shots, int shot_frac)
296 int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
299 if (creature_ptr->muta2 & MUT2_HORNS)
301 if (creature_ptr->muta2 & MUT2_SCOR_TAIL)
303 if (creature_ptr->muta2 & MUT2_BEAK)
305 if (creature_ptr->muta2 & MUT2_TRUNK)
307 if (creature_ptr->muta2 & MUT2_TENTACLES)
310 int blows1 = can_attack_with_main_hand(creature_ptr) ? creature_ptr->num_blow[0] : 0;
311 int blows2 = can_attack_with_sub_hand(creature_ptr) ? creature_ptr->num_blow[1] : 0;
312 int xdis = creature_ptr->skill_dis;
313 int xdev = creature_ptr->skill_dev;
314 int xsav = creature_ptr->skill_sav;
315 int xstl = creature_ptr->skill_stl;
316 int xsrh = creature_ptr->skill_srh;
317 int xfos = creature_ptr->skill_fos;
318 int xdig = creature_ptr->skill_dig;
320 concptr desc = likert(xthn, 12);
321 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
323 desc = likert(xthb, 12);
324 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
326 desc = likert(xsav, 7);
327 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
329 desc = likert((xstl > 0) ? xstl : -1, 1);
330 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
332 desc = likert(xfos, 6);
333 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
335 desc = likert(xsrh, 6);
336 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
338 desc = likert(xdis, 8);
339 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
341 desc = likert(xdev, 6);
342 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
344 desc = likert(xdev, 6);
345 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
347 desc = likert(xdig, 4);
348 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
351 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
353 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
355 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
357 if ((damage[0] + damage[1]) == 0)
360 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
362 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
363 display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
367 * @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
368 * Prints ratings on certain abilities
369 * @param creature_ptr プレーヤーへの参照ポインタ
370 * @param display_player_one_line 1行表示用のコールバック関数
373 * This code is "imitated" elsewhere to "dump" a character sheet.
375 void display_player_various(player_type *creature_ptr)
378 o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
379 int tmp = creature_ptr->to_h_b + o_ptr->to_h;
380 int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
383 calc_shot_params(creature_ptr, o_ptr, &shots, &shot_frac);
387 calc_two_hands(creature_ptr, damage, to_h);
388 display_first_page(creature_ptr, xthb, damage, shots, shot_frac);