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-base/player-class.h"
21 #include "player-info/equipment-info.h"
22 #include "player-info/monk-data-type.h"
23 #include "player-status/player-hand-types.h"
24 #include "player/player-status-flags.h"
25 #include "player/special-defense-types.h"
26 #include "sv-definition/sv-weapon-types.h"
27 #include "system/object-type-definition.h"
28 #include "system/player-type-definition.h"
29 #include "term/term-color-types.h"
30 #include "util/bit-flags-calculator.h"
32 static TERM_COLOR likert_color = TERM_WHITE;
36 * @param player_ptr プレイヤーへの参照ポインタ
37 * @param o_ptr 装備中の弓への参照ポインタ
39 * @param shot_frac 射撃速度
41 static void calc_shot_params(player_type *player_ptr, object_type *o_ptr, int *shots, int *shot_frac)
43 if (o_ptr->k_idx == 0)
46 ENERGY energy_fire = bow_energy(o_ptr->sval);
47 *shots = player_ptr->num_fire * 100;
48 *shot_frac = ((*shots) * 100 / energy_fire) % 100;
49 *shots = (*shots) / energy_fire;
50 if (o_ptr->name1 != ART_CRIMSON)
55 if (player_ptr->pclass != PlayerClassType::ARCHER)
58 if (player_ptr->lev >= 10)
60 if (player_ptr->lev >= 30)
62 if (player_ptr->lev >= 45)
67 * @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
68 * @param player_ptr プレイヤーへの参照ポインタ
69 * @param hand 手 (利き手が0、反対の手が1…のはず)
70 * @param damage 直接攻撃のダメージ
71 * @param basedam 素手における直接攻撃のダメージ
72 * @param o_ptr 装備中の武器への参照ポインタ
73 * @return 利き手ならTRUE、反対の手ならFALSE
75 static bool calc_weapon_damage_limit(player_type *player_ptr, int hand, int *damage, int *basedam, object_type *o_ptr)
77 PLAYER_LEVEL level = player_ptr->lev;
83 if (player_ptr->pclass == PlayerClassType::FORCETRAINER)
84 level = MAX(1, level - 3);
85 PlayerClass pc(player_ptr);
86 if (pc.monk_stance_is(MonkStance::BYAKKO))
87 *basedam = monk_ave_damage[level][1];
88 else if (pc.monk_stance_is(MonkStance::GENBU) || pc.monk_stance_is(MonkStance::SUZAKU))
89 *basedam = monk_ave_damage[level][2];
91 *basedam = monk_ave_damage[level][0];
93 damage[hand] += *basedam;
94 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
103 * @brief 片手あたりのダメージ量を計算する
104 * @param o_ptr 装備中の武器への参照ポインタ
106 * @param damage 直接攻撃のダメージ
107 * @param basedam 素手における直接攻撃のダメージ
108 * @return 素手ならFALSE、武器を持っていればTRUE
110 static bool calc_weapon_one_hand(object_type *o_ptr, int hand, int *damage, int *basedam)
112 if (o_ptr->k_idx == 0)
116 damage[hand] += *basedam;
117 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
120 if (damage[hand] < 0)
127 * @brief ヴォーパル武器等によるダメージ強化
128 * @param player_ptr プレイヤーへの参照ポインタ
129 * @param o_ptr 装備中の武器への参照ポインタ
130 * @param basedam 素手における直接攻撃のダメージ
131 * @param flgs オブジェクトフラグ群
134 static int strengthen_basedam(player_type *player_ptr, object_type *o_ptr, int basedam, const TrFlags &flgs)
136 if (o_ptr->is_fully_known() && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))) {
140 } else if (flgs.has(TR_VORPAL)) {
141 /* vorpal flag only */
147 bool is_force = player_ptr->pclass != PlayerClassType::SAMURAI;
148 is_force &= flgs.has(TR_FORCE_WEAPON);
149 is_force &= player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5);
151 basedam = basedam * 7 / 2;
157 * @brief 技能ランクの表示基準を定める
158 * Returns a "rating" of x depending on y
160 * @param y 技能値に対するランク基準比
162 static concptr likert(int x, int y)
164 static char dummy[20] = "", dummy2[20] = "";
165 memset(dummy, 0, strlen(dummy));
166 memset(dummy2, 0, strlen(dummy2));
170 if (show_actual_value)
171 sprintf(dummy, "%3d-", x);
174 likert_color = TERM_L_DARK;
175 strcat(dummy, _("最低", "Very Bad"));
182 likert_color = TERM_RED;
183 strcat(dummy, _("悪い", "Bad"));
187 likert_color = TERM_L_RED;
188 strcat(dummy, _("劣る", "Poor"));
193 likert_color = TERM_ORANGE;
194 strcat(dummy, _("普通", "Fair"));
198 likert_color = TERM_YELLOW;
199 strcat(dummy, _("良い", "Good"));
203 likert_color = TERM_YELLOW;
204 strcat(dummy, _("大変良い", "Very Good"));
209 likert_color = TERM_L_GREEN;
210 strcat(dummy, _("卓越", "Excellent"));
218 likert_color = TERM_GREEN;
219 strcat(dummy, _("超越", "Superb"));
226 likert_color = TERM_BLUE;
227 strcat(dummy, _("英雄的", "Heroic"));
231 likert_color = TERM_VIOLET;
232 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
233 strcat(dummy, dummy2);
242 * @brief 弓+両手の武器それぞれについてダメージを計算する
243 * @param player_ptr プレイヤーへの参照ポインタ
244 * @param damage 直接攻撃のダメージ
247 static void calc_two_hands(player_type *player_ptr, int *damage, int *to_h)
250 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
252 for (int i = 0; i < 2; i++) {
254 damage[i] = player_ptr->dis_to_d[i] * 100;
255 if (((player_ptr->pclass == PlayerClassType::MONK) || (player_ptr->pclass == PlayerClassType::FORCETRAINER)) && (empty_hands(player_ptr, true) & EMPTY_HAND_MAIN)) {
256 if (!calc_weapon_damage_limit(player_ptr, i, damage, &basedam, o_ptr))
262 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
263 if (!calc_weapon_one_hand(o_ptr, i, damage, &basedam))
267 bool poison_needle = false;
268 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
269 poison_needle = true;
270 if (o_ptr->is_known()) {
271 damage[i] += o_ptr->to_d * 100;
272 to_h[i] += o_ptr->to_h;
275 basedam = ((o_ptr->dd + player_ptr->to_dd[i]) * (o_ptr->ds + player_ptr->to_ds[i] + 1)) * 50;
276 auto flgs = object_flags_known(o_ptr);
278 bool impact = player_ptr->impact != 0;
279 basedam = calc_expect_crit(player_ptr, o_ptr->weight, to_h[i], basedam, player_ptr->dis_to_h[i], poison_needle, impact);
280 basedam = strengthen_basedam(player_ptr, o_ptr, basedam, flgs);
281 damage[i] += basedam;
282 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
290 * @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
291 * @param player_ptr プレイヤーへの参照ポインタ
292 * @param xthb 武器等を含めた最終命中率
295 * @param shot_frac 射撃速度
296 * @param display_player_one_line 1行表示用のコールバック関数
298 static void display_first_page(player_type *player_ptr, int xthb, int *damage, int shots, int shot_frac)
300 int xthn = player_ptr->skill_thn + (player_ptr->to_h_m * BTH_PLUS_ADJ);
303 if (player_ptr->muta.has(MUTA::HORNS))
305 if (player_ptr->muta.has(MUTA::SCOR_TAIL))
307 if (player_ptr->muta.has(MUTA::BEAK))
309 if (player_ptr->muta.has(MUTA::TRUNK))
311 if (player_ptr->muta.has(MUTA::TENTACLES))
314 int blows1 = can_attack_with_main_hand(player_ptr) ? player_ptr->num_blow[0] : 0;
315 int blows2 = can_attack_with_sub_hand(player_ptr) ? player_ptr->num_blow[1] : 0;
316 int xdis = player_ptr->skill_dis;
317 int xdev = player_ptr->skill_dev;
318 int xsav = player_ptr->skill_sav;
319 int xstl = player_ptr->skill_stl;
320 int xsrh = player_ptr->skill_srh;
321 int xfos = player_ptr->skill_fos;
322 int xdig = player_ptr->skill_dig;
324 concptr desc = likert(xthn, 12);
325 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
327 desc = likert(xthb, 12);
328 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
330 desc = likert(xsav, 7);
331 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
333 desc = likert((xstl > 0) ? xstl : -1, 1);
334 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
336 desc = likert(xfos, 6);
337 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
339 desc = likert(xsrh, 6);
340 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
342 desc = likert(xdis, 8);
343 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
345 desc = likert(xdev, 6);
346 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
348 desc = likert(xdev, 6);
349 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
351 desc = likert(xdig, 4);
352 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
355 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
357 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
359 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
361 if ((damage[0] + damage[1]) == 0)
364 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
366 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
367 display_player_one_line(ENTRY_INFRA, format("%d feet", player_ptr->see_infra * 10), TERM_WHITE);
371 * @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
372 * Prints ratings on certain abilities
373 * @param player_ptr プレイヤーへの参照ポインタ
374 * @param display_player_one_line 1行表示用のコールバック関数
376 * This code is "imitated" elsewhere to "dump" a character sheet.
378 void display_player_various(player_type *player_ptr)
381 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
382 int tmp = player_ptr->to_h_b + o_ptr->to_h;
383 int xthb = player_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
386 calc_shot_params(player_ptr, o_ptr, &shots, &shot_frac);
390 calc_two_hands(player_ptr, damage, to_h);
391 display_first_page(player_ptr, xthb, damage, shots, shot_frac);