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Merge pull request #1510 from habu1010/feature/refactor-smith-info-class
[hengbandforosx/hengbandosx.git] / src / knowledge / knowledge-experiences.cpp
1 /*!
2  * @brief 技能の経験を表示する
3  * @date 2020/04/23
4  * @author Hourier
5  */
6
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"
23
24 /*
25  * Display weapon-exp
26  */
27 void do_cmd_knowledge_weapon_exp(player_type *player_ptr)
28 {
29     FILE *fff = nullptr;
30     GAME_TEXT file_name[FILE_NAME_SIZE];
31     if (!open_temporary_file(&fff, file_name))
32         return;
33
34     for (int i = 0; i < 5; i++) {
35         for (int num = 0; num < 64; num++) {
36             char tmp[30];
37             for (KIND_OBJECT_IDX j = 0; j < max_k_idx; j++) {
38                 object_kind *k_ptr = &k_info[j];
39
40                 if ((k_ptr->tval != TV_SWORD - i) || (k_ptr->sval != num))
41                     continue;
42                 if ((k_ptr->tval == TV_BOW) && (k_ptr->sval == SV_CRIMSON || k_ptr->sval == SV_HARP))
43                     continue;
44
45                 SUB_EXP weapon_exp = player_ptr->weapon_exp[4 - i][num];
46                 SUB_EXP weapon_max = s_info[player_ptr->pclass].w_max[4 - i][num];
47                 strip_name(tmp, j);
48                 fprintf(fff, "%-25s ", tmp);
49                 if (show_actual_value)
50                     fprintf(fff, "%4d/%4d ", MIN(weapon_exp, weapon_max), weapon_max);
51                 if (weapon_exp >= weapon_max)
52                     fprintf(fff, "!");
53                 else
54                     fprintf(fff, " ");
55                 fprintf(fff, "%s", exp_level_str[weapon_exp_level(weapon_exp)]);
56                 if (cheat_xtra)
57                     fprintf(fff, " %d", weapon_exp);
58                 fprintf(fff, "\n");
59                 break;
60             }
61         }
62     }
63
64     angband_fclose(fff);
65     (void)show_file(player_ptr, true, file_name, _("武器の経験値", "Weapon Proficiency"), 0, 0);
66     fd_kill(file_name);
67 }
68
69 /*!
70  * @brief 魔法の経験値を表示するコマンドのメインルーチン
71  * Display spell-exp
72  */
73 void do_cmd_knowledge_spell_exp(player_type *player_ptr)
74 {
75     FILE *fff = nullptr;
76     GAME_TEXT file_name[FILE_NAME_SIZE];
77     if (!open_temporary_file(&fff, file_name))
78         return;
79
80     if (player_ptr->realm1 != REALM_NONE) {
81         fprintf(fff, _("%sの魔法書\n", "%s Spellbook\n"), realm_names[player_ptr->realm1]);
82         for (SPELL_IDX i = 0; i < 32; i++) {
83             const magic_type *s_ptr;
84             if (!is_magic(player_ptr->realm1)) {
85                 s_ptr = &technic_info[player_ptr->realm1 - MIN_TECHNIC][i];
86             } else {
87                 s_ptr = &mp_ptr->info[player_ptr->realm1 - 1][i];
88             }
89
90             if (s_ptr->slevel >= 99)
91                 continue;
92             SUB_EXP spell_exp = player_ptr->spell_exp[i];
93             int exp_level = spell_exp_level(spell_exp);
94             fprintf(fff, "%-25s ", exe_spell(player_ptr, player_ptr->realm1, i, SPELL_NAME));
95             if (player_ptr->realm1 == REALM_HISSATSU) {
96                 if (show_actual_value)
97                     fprintf(fff, "----/---- ");
98                 fprintf(fff, "[--]");
99             } else {
100                 if (show_actual_value)
101                     fprintf(fff, "%4d/%4d ", MIN(spell_exp, SPELL_EXP_MASTER), SPELL_EXP_MASTER);
102                 if (exp_level >= EXP_LEVEL_MASTER)
103                     fprintf(fff, "!");
104                 else
105                     fprintf(fff, " ");
106                 fprintf(fff, "%s", exp_level_str[exp_level]);
107             }
108
109             if (cheat_xtra)
110                 fprintf(fff, " %d", spell_exp);
111             fprintf(fff, "\n");
112         }
113     }
114
115     if (player_ptr->realm2 != REALM_NONE) {
116         fprintf(fff, _("%sの魔法書\n", "\n%s Spellbook\n"), realm_names[player_ptr->realm2]);
117         for (SPELL_IDX i = 0; i < 32; i++) {
118             const magic_type *s_ptr;
119             if (!is_magic(player_ptr->realm1)) {
120                 s_ptr = &technic_info[player_ptr->realm2 - MIN_TECHNIC][i];
121             } else {
122                 s_ptr = &mp_ptr->info[player_ptr->realm2 - 1][i];
123             }
124
125             if (s_ptr->slevel >= 99)
126                 continue;
127
128             SUB_EXP spell_exp = player_ptr->spell_exp[i + 32];
129             int exp_level = spell_exp_level(spell_exp);
130             fprintf(fff, "%-25s ", exe_spell(player_ptr, player_ptr->realm2, i, SPELL_NAME));
131             if (show_actual_value)
132                 fprintf(fff, "%4d/%4d ", MIN(spell_exp, SPELL_EXP_MASTER), SPELL_EXP_MASTER);
133             if (exp_level >= EXP_LEVEL_EXPERT)
134                 fprintf(fff, "!");
135             else
136                 fprintf(fff, " ");
137             fprintf(fff, "%s", exp_level_str[exp_level]);
138             if (cheat_xtra)
139                 fprintf(fff, " %d", spell_exp);
140             fprintf(fff, "\n");
141         }
142     }
143
144     angband_fclose(fff);
145     (void)show_file(player_ptr, true, file_name, _("魔法の経験値", "Spell Proficiency"), 0, 0);
146     fd_kill(file_name);
147 }
148
149 /*!
150  * @brief スキル情報を表示するコマンドのメインルーチン /
151  * Display skill-exp
152  */
153 void do_cmd_knowledge_skill_exp(player_type *player_ptr)
154 {
155     char skill_name[SKILL_MAX][20] = { _("マーシャルアーツ", "Martial Arts    "), _("二刀流          ", "Dual Wielding   "),
156         _("乗馬            ", "Riding          "), _("盾              ", "Shield          ") };
157
158     FILE *fff = nullptr;
159     char file_name[FILE_NAME_SIZE];
160     if (!open_temporary_file(&fff, file_name))
161         return;
162
163     for (int i = 0; i < SKILL_MAX; i++) {
164         SUB_EXP skill_exp = player_ptr->skill_exp[i];
165         SUB_EXP skill_max = s_info[player_ptr->pclass].s_max[i];
166         fprintf(fff, "%-20s ", skill_name[i]);
167         if (show_actual_value)
168             fprintf(fff, "%4d/%4d ", MIN(skill_exp, skill_max), skill_max);
169         if (skill_exp >= skill_max)
170             fprintf(fff, "!");
171         else
172             fprintf(fff, " ");
173         fprintf(fff, "%s", exp_level_str[(i == SKILL_RIDING) ? riding_exp_level(skill_exp) : weapon_exp_level(skill_exp)]);
174         if (cheat_xtra)
175             fprintf(fff, " %d", skill_exp);
176         fprintf(fff, "\n");
177     }
178
179     angband_fclose(fff);
180     (void)show_file(player_ptr, true, file_name, _("技能の経験値", "Miscellaneous Proficiency"), 0, 0);
181     fd_kill(file_name);
182 }