<ClCompile Include="..\..\src\object-activation\activation-resistance.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-teleport.c" />\r
<ClCompile Include="..\..\src\object-activation\activation-util.c" />\r
+ <ClCompile Include="..\..\src\player-info\base-status-info.c" />\r
<ClCompile Include="..\..\src\player-info\body-improvement-info.c" />\r
<ClCompile Include="..\..\src\player-info\class-ability-info.c" />\r
<ClCompile Include="..\..\src\player-info\mutation-info.c" />\r
<ClInclude Include="..\..\src\object-activation\activation-resistance.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-teleport.h" />\r
<ClInclude Include="..\..\src\object-activation\activation-util.h" />\r
+ <ClInclude Include="..\..\src\player-info\base-status-info.h" />\r
<ClInclude Include="..\..\src\player-info\base-status-types.h" />\r
<ClInclude Include="..\..\src\player-info\body-improvement-info.h" />\r
<ClInclude Include="..\..\src\player-info\class-ability-info.h" />\r
<ClCompile Include="..\..\src\player-info\resistance-info.c">
<Filter>player-info</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\player-info\base-status-info.c">
+ <Filter>player-info</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\combat\shoot.h">
<ClInclude Include="..\..\src\player-info\resistance-info.h">
<Filter>player-info</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\player-info\base-status-info.h">
+ <Filter>player-info</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
player-attack/player-attack.c player-attack/player-attack.h \
\
player-info/avatar.h player-info/avatar.c \
+ player-info/base-status-info.c player-info/base-status-info.h \
player-info/base-status-types.h \
player-info/body-improvement-info.c player-info/body-improvement-info.h \
player-info/class-ability-info.c player-info/class-ability-info.h \
--- /dev/null
+#include "player-info/base-status-info.h"
+#include "inventory/inventory-slot-types.h"
+#include "player-info/self-info-util.h"
+#include "object/object-flags.h"
+#include "object-enchant/tr-types.h"
+#include "util/bit-flags-calculator.h"
+
+void set_equipment_influence(player_type *creature_ptr, self_info_type *si_ptr)
+{
+ for (int k = INVEN_RARM; k < INVEN_TOTAL; k++) {
+ u32b tflgs[TR_FLAG_SIZE];
+ object_type *o_ptr = &creature_ptr->inventory_list[k];
+ if (o_ptr->k_idx == 0)
+ continue;
+
+ object_flags(creature_ptr, o_ptr, tflgs);
+ for (int j = 0; j < TR_FLAG_SIZE; j++)
+ si_ptr->flags[j] |= tflgs[j];
+ }
+
+ if (have_flag(si_ptr->flags, TR_STR))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\98r\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your strength is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_INT))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\92m\94\\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your intelligence is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_WIS))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\8c«\82³\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your wisdom is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_DEX))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\8aí\97p\82³\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your dexterity is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_CON))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\91Ï\8bv\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your constitution is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_CHR))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\96£\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your charisma is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_STEALTH))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\89B\96§\8ds\93®\94\\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your stealth is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_SEARCH))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\92T\8dõ\94\\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your searching ability is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_INFRA))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\90Ô\8aO\90ü\8e\8b\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your infravision is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_TUNNEL))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\8dÌ\8c@\94\\97Í\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your digging ability is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_SPEED))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\83X\83s\81[\83h\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your speed is affected by your equipment.");
+
+ if (have_flag(si_ptr->flags, TR_BLOWS))
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\8dU\8c\82\91¬\93x\82Í\91\95\94õ\82É\82æ\82Á\82Ä\89e\8b¿\82ð\8eó\82¯\82Ä\82¢\82é\81B", "Your attack speed is affected by your equipment.");
+}
+
+void set_status_sustain_info(player_type *creature_ptr, self_info_type *si_ptr)
+{
+ if (creature_ptr->sustain_str) {
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\98r\97Í\82Í\88Û\8e\9d\82³\82ê\82Ä\82¢\82é\81B", "Your strength is sustained.");
+ }
+ if (creature_ptr->sustain_int) {
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\92m\94\\82Í\88Û\8e\9d\82³\82ê\82Ä\82¢\82é\81B", "Your intelligence is sustained.");
+ }
+ if (creature_ptr->sustain_wis) {
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\8c«\82³\82Í\88Û\8e\9d\82³\82ê\82Ä\82¢\82é\81B", "Your wisdom is sustained.");
+ }
+ if (creature_ptr->sustain_con) {
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\91Ï\8bv\97Í\82Í\88Û\8e\9d\82³\82ê\82Ä\82¢\82é\81B", "Your constitution is sustained.");
+ }
+ if (creature_ptr->sustain_dex) {
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\8aí\97p\82³\82Í\88Û\8e\9d\82³\82ê\82Ä\82¢\82é\81B", "Your dexterity is sustained.");
+ }
+ if (creature_ptr->sustain_chr) {
+ si_ptr->info[si_ptr->line++] = _("\82 \82È\82½\82Ì\96£\97Í\82Í\88Û\8e\9d\82³\82ê\82Ä\82¢\82é\81B", "Your charisma is sustained.");
+ }
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+typedef struct self_info_type self_info_type;
+void set_equipment_influence(player_type *creature_ptr, self_info_type *si_ptr);
+void set_status_sustain_info(player_type *creature_ptr, self_info_type *si_ptr);
char v_string[8][128];
char s_string[6][128];
BIT_FLAGS flags[TR_FLAG_SIZE];
- object_type *o_ptr;
char plev_buf[80];
char buf[2][80];
concptr info[220];
#include "object-enchant/trc-types.h"
#include "object/object-flags.h"
#include "player-info/avatar.h"
+#include "player-info/base-status-info.h"
#include "player-info/body-improvement-info.h"
#include "player-info/class-ability-info.h"
#include "player-info/mutation-info.h"
}
}
-void display_equipment_influence(player_type *creature_ptr, self_info_type *si_ptr)
-{
- for (int k = INVEN_RARM; k < INVEN_TOTAL; k++) {
- u32b tflgs[TR_FLAG_SIZE];
- si_ptr->o_ptr = &creature_ptr->inventory_list[k];
- if (si_ptr->o_ptr->k_idx == 0)
- continue;
-
- object_flags(creature_ptr, si_ptr->o_ptr, tflgs);
- for (int j = 0; j < TR_FLAG_SIZE; j++)
- si_ptr->flags[j] |= tflgs[j];
- }
-
- if (have_flag(si_ptr->flags, TR_STR))
- si_ptr->info[si_ptr->line++] = _("あなたの腕力は装備によって影響を受けている。", "Your strength is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_INT))
- si_ptr->info[si_ptr->line++] = _("あなたの知能は装備によって影響を受けている。", "Your intelligence is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_WIS))
- si_ptr->info[si_ptr->line++] = _("あなたの賢さは装備によって影響を受けている。", "Your wisdom is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_DEX))
- si_ptr->info[si_ptr->line++] = _("あなたの器用さは装備によって影響を受けている。", "Your dexterity is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_CON))
- si_ptr->info[si_ptr->line++] = _("あなたの耐久力は装備によって影響を受けている。", "Your constitution is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_CHR))
- si_ptr->info[si_ptr->line++] = _("あなたの魅力は装備によって影響を受けている。", "Your charisma is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_STEALTH))
- si_ptr->info[si_ptr->line++] = _("あなたの隠密行動能力は装備によって影響を受けている。", "Your stealth is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_SEARCH))
- si_ptr->info[si_ptr->line++] = _("あなたの探索能力は装備によって影響を受けている。", "Your searching ability is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_INFRA))
- si_ptr->info[si_ptr->line++] = _("あなたの赤外線視力は装備によって影響を受けている。", "Your infravision is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_TUNNEL))
- si_ptr->info[si_ptr->line++] = _("あなたの採掘能力は装備によって影響を受けている。", "Your digging ability is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_SPEED))
- si_ptr->info[si_ptr->line++] = _("あなたのスピードは装備によって影響を受けている。", "Your speed is affected by your equipment.");
-
- if (have_flag(si_ptr->flags, TR_BLOWS))
- si_ptr->info[si_ptr->line++] = _("あなたの攻撃速度は装備によって影響を受けている。", "Your attack speed is affected by your equipment.");
-}
-
void set_bad_status_info(player_type *creature_ptr, self_info_type *si_ptr)
{
if (creature_ptr->blind)
set_element_resistance_info(creature_ptr, si_ptr);
set_high_resistance_info(creature_ptr, si_ptr);
set_body_improvement_info_4(creature_ptr, si_ptr);
- if (creature_ptr->sustain_str) {
- si_ptr->info[si_ptr->line++] = _("あなたの腕力は維持されている。", "Your strength is sustained.");
- }
- if (creature_ptr->sustain_int) {
- si_ptr->info[si_ptr->line++] = _("あなたの知能は維持されている。", "Your intelligence is sustained.");
- }
- if (creature_ptr->sustain_wis) {
- si_ptr->info[si_ptr->line++] = _("あなたの賢さは維持されている。", "Your wisdom is sustained.");
- }
- if (creature_ptr->sustain_con) {
- si_ptr->info[si_ptr->line++] = _("あなたの耐久力は維持されている。", "Your constitution is sustained.");
- }
- if (creature_ptr->sustain_dex) {
- si_ptr->info[si_ptr->line++] = _("あなたの器用さは維持されている。", "Your dexterity is sustained.");
- }
- if (creature_ptr->sustain_chr) {
- si_ptr->info[si_ptr->line++] = _("あなたの魅力は維持されている。", "Your charisma is sustained.");
- }
-
- display_equipment_influence(creature_ptr, si_ptr);
-
- /* Access the current weapon */
- si_ptr->o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
+ set_status_sustain_info(creature_ptr, si_ptr);
+ set_equipment_influence(creature_ptr, si_ptr);
- /* Analyze the weapon */
- if (si_ptr->o_ptr->k_idx) {
+ object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
+ if (o_ptr->k_idx != 0) {
/* Indicate Blessing */
if (have_flag(si_ptr->flags, TR_BLESSED)) {
si_ptr->info[si_ptr->line++] = _("あなたの武器は神の祝福を受けている。", "Your weapon has been blessed by the gods.");