*/
#include "display-player.h"
+#include "player/mimic-info-table.h"
#include "player-personality.h"
-#include "term.h"
+#include "gameterm.h"
#include "status-first-page.h"
#include "player-sex.h"
#include "patron.h"
-#include "world.h"
+#include "world/world.h"
#include "quest.h"
-#include "core.h" // 暫定。後で消す
-#include "mutation.h"
-#include "dungeon-file.h"
-#include "objectkind.h"
+#include "core/system-variables.h" // 暫定。後で消す
+#include "knowledge/knowledge-mutations.h"
+#include "dungeon/dungeon-file.h"
+#include "object/object-kind.h"
#include "view/display-util.h"
#include "view/display-characteristic.h"
#include "view/display-player-stat-info.h"
#include "view/display-player-middle.h"
/*!
- * @brief プレイヤーのステータス表示メイン処理
- * Display the character on the screen (various modes)
+ * @brief
* @param creature_ptr プレーヤーへの参照ポインタ
- * @param mode 表示モードID
- * @return なし
- * @details
- * <pre>
- * The top one and bottom two lines are left blank.
- * Mode 0 = standard display with skills
- * Mode 1 = standard display with history
- * Mode 2 = summary of various things
- * Mode 3 = summary of various things (part 2)
- * Mode 4 = mutations
- * </pre>
+ * @param mode ステータス表示モード
+ * @return どれかの処理をこなしたらTRUE、何もしなかったらFALSE
*/
-void display_player(player_type *creature_ptr, int mode, map_name_pf map_name)
+static bool display_player_info(player_type *creature_ptr, int mode)
{
- if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
- mode = (mode % 5);
- else
- mode = (mode % 4);
-
- clear_from(0);
-
if (mode == 2)
{
display_player_misc_info(creature_ptr);
display_player_stat_info(creature_ptr);
display_player_flag_info_1(creature_ptr, display_player_equippy);
- return;
+ return TRUE;
}
if (mode == 3)
{
display_player_flag_info_2(creature_ptr, display_player_equippy);
- return;
+ return TRUE;
}
if (mode == 4)
{
do_cmd_knowledge_mutations(creature_ptr);
- return;
+ return TRUE;
}
- char tmp[64];
- if ((mode != 0) && (mode != 1)) return;
+ return FALSE;
+}
+
- /* Name, Sex, Race, Class */
+/*!
+ * @brief 名前、性別、種族、職業を表示する
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ */
+static void display_player_basic_info(player_type *creature_ptr)
+{
+ char tmp[64];
#ifdef JP
sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の" : "", creature_ptr->name);
#else
display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
+}
- if (creature_ptr->realm1)
- {
- if (creature_ptr->realm2)
- sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
- else
- strcpy(tmp, realm_names[creature_ptr->realm1]);
- display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
- }
- if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
- display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
+/*!
+ * @brief 魔法領域を表示する
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ */
+static void display_magic_realms(player_type *creature_ptr)
+{
+ if (creature_ptr->realm1 == 0) return;
+
+ char tmp[64];
+ if (creature_ptr->realm2)
+ sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
+ else
+ strcpy(tmp, realm_names[creature_ptr->realm1]);
+
+ display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
+}
+
- /* Age, Height, Weight, Social */
- /* 身長はセンチメートルに、体重はキログラムに変更してあります */
+/*!
+ * @ brief 年齢、身長、体重、社会的地位を表示する
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * 日本語版では、身長はcmに、体重はkgに変更してある
+ */
+static void display_phisique(player_type *creature_ptr)
+{
#ifdef JP
display_player_one_line(ENTRY_AGE, format("%d才", (int)creature_ptr->age), TERM_L_BLUE);
display_player_one_line(ENTRY_HEIGHT, format("%dcm", (int)((creature_ptr->ht * 254) / 100)), TERM_L_BLUE);
display_player_one_line(ENTRY_SOCIAL, format("%d", (int)creature_ptr->sc), TERM_L_BLUE);
#endif
display_player_one_line(ENTRY_ALIGN, format("%s", your_alignment(creature_ptr)), TERM_L_BLUE);
+}
+
+/*!
+ * @brief 能力値を (減少していたら色を変えて)表示する
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ */
+static void display_player_stats(player_type *creature_ptr)
+{
char buf[80];
for (int i = 0; i < A_MAX; i++)
{
}
if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
- {
c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58 - 2));
- }
}
+}
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- if (mode == 0)
- {
- display_player_middle(creature_ptr);
- display_player_various(creature_ptr);
- return;
- }
- char statmsg[1000];
- put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
+/*!
+ * @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)
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param statmsg メッセージバッファ
+ * @param map_name マップ名へのコールバック
+ * @return 生きていたらFALSE、死んでいたらTRUE
+ */
+static bool search_death_cause(player_type *creature_ptr, char *statmsg, map_name_pf map_name)
+{
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ if (!creature_ptr->is_dead) return FALSE;
- for (int i = 0; i < 4; i++)
+ if (current_world_ptr->total_winner)
{
- put_str(creature_ptr->history[i], i + 12, 10);
- }
-
- *statmsg = '\0';
+ sprintf(statmsg, _("…あなたは勝利の後%sした。", "...You %s after winning."),
+ streq(creature_ptr->died_from, "Seppuku") ? _("切腹", "committed seppuku") : _("引退", "retired from the adventure"));
- if (creature_ptr->is_dead)
+ return TRUE;
+ }
+
+ if (!floor_ptr->dun_level)
{
- if (current_world_ptr->total_winner)
- {
#ifdef JP
- sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
+ sprintf(statmsg, "…あなたは%sで%sに殺された。", (*map_name)(creature_ptr), creature_ptr->died_from);
#else
- sprintf(statmsg, "...You %s after winning.", streq(creature_ptr->died_from, "Seppuku") ? "committed seppuku" : "retired from the adventure");
+ sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
#endif
- }
- else if (!floor_ptr->dun_level)
- {
+ return TRUE;
+ }
+
+ if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
+ {
+ /* Get the quest text */
+ /* Bewere that INIT_ASSIGN resets the cur_num. */
+ init_flags = INIT_NAME_ONLY;
+ process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
#ifdef JP
- sprintf(statmsg, "…あなたは%sで%sに殺された。", (*map_name)(creature_ptr), creature_ptr->died_from);
+ sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
#else
- sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
+ sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
#endif
- }
- else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
- {
- /* Get the quest text */
- /* Bewere that INIT_ASSIGN resets the cur_num. */
- init_flags = INIT_NAME_ONLY;
-
- process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
+ return TRUE;
+ }
#ifdef JP
- sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
+ sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", (*map_name)(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
#else
- sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
+ sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
#endif
- }
- else
- {
-#ifdef JP
- sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", (*map_name)(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
-#else
- sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
-#endif
- }
- }
- else if (current_world_ptr->character_dungeon)
+
+ return TRUE;
+}
+
+
+/*!
+ * @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
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param statmsg メッセージバッファ
+ * @return クエスト内であればTRUE、いなければFALSE
+ */
+static bool decide_death_in_quest(player_type *creature_ptr, char *statmsg)
+{
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ if (!floor_ptr->inside_quest || !is_fixed_quest_idx(floor_ptr->inside_quest))
+ return FALSE;
+
+ for (int i = 0; i < 10; i++)
+ quest_text[i][0] = '\0';
+
+ quest_text_line = 0;
+ init_flags = INIT_NAME_ONLY;
+ process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
+ 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);
+ return TRUE;
+}
+
+
+/*!
+ * @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
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param statmsg メッセージバッファ
+ * @param map_name マップ名へのコールバック
+ * @return なし
+ */
+static void decide_current_floor(player_type *creature_ptr, char *statmsg, map_name_pf map_name)
+{
+ if (search_death_cause(creature_ptr, statmsg, map_name)) return;
+ if (!current_world_ptr->character_dungeon) return;
+
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ if (floor_ptr->dun_level == 0)
{
- if (!floor_ptr->dun_level)
- {
- sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
- }
- else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
- {
- /* Clear the text */
- /* Must be done before doing INIT_SHOW_TEXT */
- for (int i = 0; i < 10; i++)
- {
- quest_text[i][0] = '\0';
- }
-
- quest_text_line = 0;
- init_flags = INIT_NAME_ONLY;
- process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
- 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);
- }
- else
- {
+ sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
+ return;
+ }
+
+ if (decide_death_in_quest(creature_ptr, statmsg)) return;
+
#ifdef JP
- sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
+ sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
#else
- sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
+ sprintf(statmsg, "...Now, you are exploring level %d of %s.", (int)floor_ptr->dun_level, map_name(creature_ptr));
#endif
- }
- }
+}
- if (!*statmsg) return;
- char temp[64 * 2];
+/*!
+ * @brief 今いる、または死亡した場所を表示する
+ * @param statmsg メッセージバッファ
+ * @return なし
+ */
+static void display_current_floor(char *statmsg)
+{
+ char temp[128];
roff_to_buf(statmsg, 60, temp, sizeof(temp));
char *t;
t = temp;
/*!
+ * @brief プレイヤーのステータス表示メイン処理
+ * Display the character on the screen (various modes)
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param mode 表示モードID
+ * @return なし
+ * @details
+ * <pre>
+ * The top one and bottom two lines are left blank.
+ * Mode 0 = standard display with skills
+ * Mode 1 = standard display with history
+ * Mode 2 = summary of various things
+ * Mode 3 = summary of various things (part 2)
+ * Mode 4 = mutations
+ * </pre>
+ */
+void display_player(player_type *creature_ptr, int mode, map_name_pf map_name)
+{
+ if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
+ mode = (mode % 5);
+ else
+ mode = (mode % 4);
+
+ clear_from(0);
+ if (display_player_info(creature_ptr, mode)) return;
+
+ display_player_basic_info(creature_ptr);
+ display_magic_realms(creature_ptr);
+
+ if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
+ display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
+
+ display_phisique(creature_ptr);
+ display_player_stats(creature_ptr);
+
+ if (mode == 0)
+ {
+ display_player_middle(creature_ptr);
+ display_player_various(creature_ptr);
+ return;
+ }
+
+ char statmsg[1000];
+ put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
+ for (int i = 0; i < 4; i++)
+ put_str(creature_ptr->history[i], i + 12, 10);
+
+ *statmsg = '\0';
+ decide_current_floor(creature_ptr, statmsg, map_name);
+ if (!*statmsg) return;
+
+ display_current_floor(statmsg);
+}
+
+
+/*!
* todo y = 6、x = 0、mode = 0で固定。何とかする
* @brief プレイヤーの装備一覧をシンボルで並べる
* Equippy chars