7 #include "knowledge/knowledge-experiences.h"
8 #include "core/show-file.h"
9 #include "flavor/object-flavor.h"
10 #include "game-option/cheat-options.h"
11 #include "game-option/text-display-options.h"
12 #include "io-dump/dump-util.h"
13 #include "object/object-kind.h"
14 #include "player-info/class-info.h"
15 #include "player/player-skill.h"
16 #include "player/player-status.h"
17 #include "realm/realm-names-table.h"
18 #include "spell/spells-execution.h"
19 #include "spell/technic-info-table.h"
20 #include "sv-definition/sv-bow-types.h"
21 #include "system/player-type-definition.h"
22 #include "util/angband-files.h"
27 void do_cmd_knowledge_weapon_exp(PlayerType *player_ptr)
30 GAME_TEXT file_name[FILE_NAME_SIZE];
31 if (!open_temporary_file(&fff, file_name)) {
35 for (auto tval : { ItemKindType::SWORD, ItemKindType::POLEARM, ItemKindType::HAFTED, ItemKindType::DIGGING, ItemKindType::BOW }) {
36 for (int num = 0; num < 64; num++) {
37 for (const auto &k_ref : k_info) {
38 if ((k_ref.tval != tval) || (k_ref.sval != num)) {
41 if ((k_ref.tval == ItemKindType::BOW) && (k_ref.sval == SV_CRIMSON || k_ref.sval == SV_HARP)) {
45 SUB_EXP weapon_exp = player_ptr->weapon_exp[tval][num];
46 SUB_EXP weapon_max = player_ptr->weapon_exp_max[tval][num];
47 const auto tmp = strip_name(k_ref.idx);
48 fprintf(fff, "%-25s ", tmp.data());
49 if (show_actual_value) {
50 fprintf(fff, "%4d/%4d ", weapon_exp, weapon_max);
52 if (weapon_exp >= weapon_max) {
57 auto skill_rank = PlayerSkill::weapon_skill_rank(weapon_exp);
58 fprintf(fff, "%s", PlayerSkill::skill_rank_str(skill_rank));
60 fprintf(fff, " %d", weapon_exp);
69 (void)show_file(player_ptr, true, file_name, _("武器の経験値", "Weapon Proficiency"), 0, 0);
74 * @brief 魔法の経験値を表示するコマンドのメインルーチン
77 void do_cmd_knowledge_spell_exp(PlayerType *player_ptr)
80 GAME_TEXT file_name[FILE_NAME_SIZE];
81 if (!open_temporary_file(&fff, file_name)) {
85 if (player_ptr->realm1 != REALM_NONE) {
86 fprintf(fff, _("%sの魔法書\n", "%s Spellbook\n"), realm_names[player_ptr->realm1]);
87 for (SPELL_IDX i = 0; i < 32; i++) {
88 const magic_type *s_ptr;
89 if (!is_magic(player_ptr->realm1)) {
90 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][i];
92 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][i];
95 if (s_ptr->slevel >= 99) {
98 SUB_EXP spell_exp = player_ptr->spell_exp[i];
99 auto skill_rank = PlayerSkill::spell_skill_rank(spell_exp);
100 fprintf(fff, "%-25s ", exe_spell(player_ptr, player_ptr->realm1, i, SpellProcessType::NAME));
101 if (player_ptr->realm1 == REALM_HISSATSU) {
102 if (show_actual_value) {
103 fprintf(fff, "----/---- ");
105 fprintf(fff, "[--]");
107 if (show_actual_value) {
108 fprintf(fff, "%4d/%4d ", spell_exp, PlayerSkill::spell_exp_at(PlayerSkillRank::MASTER));
110 if (skill_rank >= PlayerSkillRank::MASTER) {
115 fprintf(fff, "%s", PlayerSkill::skill_rank_str(skill_rank));
119 fprintf(fff, " %d", spell_exp);
125 if (player_ptr->realm2 != REALM_NONE) {
126 fprintf(fff, _("%sの魔法書\n", "\n%s Spellbook\n"), realm_names[player_ptr->realm2]);
127 for (SPELL_IDX i = 0; i < 32; i++) {
128 const magic_type *s_ptr;
129 if (!is_magic(player_ptr->realm1)) {
130 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][i];
132 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][i];
135 if (s_ptr->slevel >= 99) {
139 SUB_EXP spell_exp = player_ptr->spell_exp[i + 32];
140 auto skill_rank = PlayerSkill::spell_skill_rank(spell_exp);
141 fprintf(fff, "%-25s ", exe_spell(player_ptr, player_ptr->realm2, i, SpellProcessType::NAME));
142 if (show_actual_value) {
143 fprintf(fff, "%4d/%4d ", spell_exp, PlayerSkill::spell_exp_at(PlayerSkillRank::MASTER));
145 if (skill_rank >= PlayerSkillRank::EXPERT) {
150 fprintf(fff, "%s", PlayerSkill::skill_rank_str(skill_rank));
152 fprintf(fff, " %d", spell_exp);
159 (void)show_file(player_ptr, true, file_name, _("魔法の経験値", "Spell Proficiency"), 0, 0);
164 * @brief スキル情報を表示するコマンドのメインルーチン /
167 void do_cmd_knowledge_skill_exp(PlayerType *player_ptr)
170 char file_name[FILE_NAME_SIZE];
171 if (!open_temporary_file(&fff, file_name)) {
175 for (auto i : PLAYER_SKILL_KIND_TYPE_RANGE) {
176 SUB_EXP skill_exp = player_ptr->skill_exp[i];
177 SUB_EXP skill_max = s_info[enum2i(player_ptr->pclass)].s_max[i];
178 fprintf(fff, "%-20s ", PlayerSkill::skill_name(i));
179 if (show_actual_value) {
180 fprintf(fff, "%4d/%4d ", std::min(skill_exp, skill_max), skill_max);
182 if (skill_exp >= skill_max) {
187 auto skill_rank = (i == PlayerSkillKindType::RIDING) ? PlayerSkill::riding_skill_rank(skill_exp) : PlayerSkill::weapon_skill_rank(skill_exp);
188 fprintf(fff, "%s", PlayerSkill::skill_rank_str(skill_rank));
190 fprintf(fff, " %d", skill_exp);
196 (void)show_file(player_ptr, true, file_name, _("技能の経験値", "Miscellaneous Proficiency"), 0, 0);