+/*!
+ * @file status-first-page.c
+ * @brief \83L\83\83\83\89\8aî\96{\8fî\95ñ\8by\82Ñ\8bZ\94\\92l\82Ì\95\\8e¦
+ * @date 2020/02/23
+ * @author Hourier
+ */
+
#include "angband.h"
#include "status-first-page.h"
#include "artifact.h"
if (y <= 0) y = 1;
if (show_actual_value)
- {
sprintf(dummy, "%3d-", x);
- }
- /* Negative value */
if (x < 0)
{
likert_color = TERM_L_DARK;
{
case 0:
case 1:
+ {
likert_color = TERM_RED;
strcat(dummy, _("\88«\82¢", "Bad"));
break;
+
+ }
case 2:
+ {
likert_color = TERM_L_RED;
strcat(dummy, _("\97ò\82é", "Poor"));
break;
-
+ }
case 3:
case 4:
+ {
likert_color = TERM_ORANGE;
strcat(dummy, _("\95\81\92Ê", "Fair"));
break;
-
+ }
case 5:
+ {
likert_color = TERM_YELLOW;
strcat(dummy, _("\97Ç\82¢", "Good"));
break;
-
+ }
case 6:
+ {
likert_color = TERM_YELLOW;
strcat(dummy, _("\91å\95Ï\97Ç\82¢", "Very Good"));
break;
-
+ }
case 7:
case 8:
+ {
likert_color = TERM_L_GREEN;
strcat(dummy, _("\91ì\89z", "Excellent"));
break;
-
+ }
case 9:
case 10:
case 11:
case 12:
case 13:
+ {
likert_color = TERM_GREEN;
strcat(dummy, _("\92´\89z", "Superb"));
break;
-
+ }
case 14:
case 15:
case 16:
case 17:
+ {
likert_color = TERM_BLUE;
strcat(dummy, _("\89p\97Y\93I", "Heroic"));
break;
-
+ }
default:
+ {
likert_color = TERM_VIOLET;
- sprintf(dummy2, _("\93`\90à\93I[%d]", "Legendary[%d]"),
- (int)((((x / y) - 17) * 5) / 2));
+ sprintf(dummy2, _("\93`\90à\93I[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
strcat(dummy, dummy2);
-
break;
}
+ }
return dummy;
}
int xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
- /* Shooting Skill (with current bow and normal missile) */
object_type *o_ptr;
o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
int tmp = creature_ptr->to_h_b + o_ptr->to_h;
int xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
-
- /* If the player is wielding one? */
- int shots;
- int shot_frac;
- if (o_ptr->k_idx)
+ int shots = 0;
+ int shot_frac = 0;
+ if (o_ptr->k_idx > 0)
{
ENERGY energy_fire = bow_energy(o_ptr->sval);
-
- /* Calculate shots per round */
shots = creature_ptr->num_fire * 100;
shot_frac = (shots * 100 / energy_fire) % 100;
shots = shots / energy_fire;
shot_frac = 0;
if (creature_ptr->pclass == CLASS_ARCHER)
{
- /* Extra shot at level 10 */
if (creature_ptr->lev >= 10) shots++;
-
- /* Extra shot at level 30 */
if (creature_ptr->lev >= 30) shots++;
-
- /* Extra shot at level 45 */
if (creature_ptr->lev >= 45) shots++;
}
}
}
- else
- {
- shots = 0;
- shot_frac = 0;
- }
int damage[2];
int to_h[2];
int basedam;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- bool poison_needle;
for (int i = 0; i < 2; i++)
{
damage[i] = creature_ptr->dis_to_d[i] * 100;
if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
{
PLAYER_LEVEL level = creature_ptr->lev;
- if (i)
+ if (i > 0)
{
damage[i] = 0;
break;
}
o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
-
- /* Average damage per round */
if (o_ptr->k_idx == 0)
{
basedam = 0;
}
to_h[i] = 0;
- poison_needle = FALSE;
-
+ bool poison_needle = FALSE;
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) poison_needle = TRUE;
if (object_is_known(o_ptr))
{
basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
object_flags_known(o_ptr, flgs);
-
basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], poison_needle);
if (OBJECT_IS_FULL_KNOWN(o_ptr) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
{
int blows1 = creature_ptr->migite ? creature_ptr->num_blow[0] : 0;
int blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
-
- /* Basic abilities */
-
int xdis = creature_ptr->skill_dis;
int xdev = creature_ptr->skill_dev;
int xsav = creature_ptr->skill_sav;