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 "io-dump/dump-util.h"
12 #include "object/object-kind.h"
13 #include "player/player-class.h"
14 #include "player/player-skill.h"
15 #include "realm/realm-names-table.h"
16 #include "spell/spells-execution.h"
17 #include "spell/technic-info-table.h"
18 #include "sv-definition/sv-bow-types.h"
19 #include "util/angband-files.h"
24 void do_cmd_knowledge_weapon_exp(player_type *creature_ptr)
27 GAME_TEXT file_name[FILE_NAME_SIZE];
28 if (!open_temporary_file(&fff, file_name))
31 for (int i = 0; i < 5; i++) {
32 for (int num = 0; num < 64; num++) {
35 for (KIND_OBJECT_IDX j = 0; j < max_k_idx; j++) {
36 object_kind *k_ptr = &k_info[j];
38 if ((k_ptr->tval != TV_SWORD - i) || (k_ptr->sval != num))
40 if ((k_ptr->tval == TV_BOW) && (k_ptr->sval == SV_CRIMSON || k_ptr->sval == SV_HARP))
43 weapon_exp = creature_ptr->weapon_exp[4 - i][num];
45 fprintf(fff, "%-25s ", tmp);
46 if (weapon_exp >= s_info[creature_ptr->pclass].w_max[4 - i][num])
50 fprintf(fff, "%s", exp_level_str[weapon_exp_level(weapon_exp)]);
52 fprintf(fff, " %d", weapon_exp);
60 (void)show_file(creature_ptr, TRUE, file_name, _("武器の経験値", "Weapon Proficiency"), 0, 0);
65 * @brief 魔法の経験値を表示するコマンドのメインルーチン
69 void do_cmd_knowledge_spell_exp(player_type *creature_ptr)
72 GAME_TEXT file_name[FILE_NAME_SIZE];
73 if (!open_temporary_file(&fff, file_name))
76 if (creature_ptr->realm1 != REALM_NONE) {
77 fprintf(fff, _("%sの魔法書\n", "%s Spellbook\n"), realm_names[creature_ptr->realm1]);
78 for (SPELL_IDX i = 0; i < 32; i++) {
79 const magic_type *s_ptr;
80 if (!is_magic(creature_ptr->realm1)) {
81 s_ptr = &technic_info[creature_ptr->realm1 - MIN_TECHNIC][i];
83 s_ptr = &mp_ptr->info[creature_ptr->realm1 - 1][i];
86 if (s_ptr->slevel >= 99)
88 SUB_EXP spell_exp = creature_ptr->spell_exp[i];
89 int exp_level = spell_exp_level(spell_exp);
90 fprintf(fff, "%-25s ", exe_spell(creature_ptr, creature_ptr->realm1, i, SPELL_NAME));
91 if (creature_ptr->realm1 == REALM_HISSATSU)
94 if (exp_level >= EXP_LEVEL_MASTER)
98 fprintf(fff, "%s", exp_level_str[exp_level]);
102 fprintf(fff, " %d", spell_exp);
107 if (creature_ptr->realm2 != REALM_NONE) {
108 fprintf(fff, _("%sの魔法書\n", "\n%s Spellbook\n"), realm_names[creature_ptr->realm2]);
109 for (SPELL_IDX i = 0; i < 32; i++) {
110 const magic_type *s_ptr;
111 if (!is_magic(creature_ptr->realm1)) {
112 s_ptr = &technic_info[creature_ptr->realm2 - MIN_TECHNIC][i];
114 s_ptr = &mp_ptr->info[creature_ptr->realm2 - 1][i];
117 if (s_ptr->slevel >= 99)
120 SUB_EXP spell_exp = creature_ptr->spell_exp[i + 32];
121 int exp_level = spell_exp_level(spell_exp);
122 fprintf(fff, "%-25s ", exe_spell(creature_ptr, creature_ptr->realm2, i, SPELL_NAME));
123 if (exp_level >= EXP_LEVEL_EXPERT)
127 fprintf(fff, "%s", exp_level_str[exp_level]);
129 fprintf(fff, " %d", spell_exp);
135 (void)show_file(creature_ptr, TRUE, file_name, _("魔法の経験値", "Spell Proficiency"), 0, 0);
140 * @brief スキル情報を表示するコマンドのメインルーチン /
144 void do_cmd_knowledge_skill_exp(player_type *creature_ptr)
146 char skill_name[GINOU_TEMPMAX][20] = { _("マーシャルアーツ", "Martial Arts "), _("二刀流 ", "Dual Wielding "),
147 _("乗馬 ", "Riding "), _("盾 ", "Shield ") };
150 char file_name[FILE_NAME_SIZE];
151 if (!open_temporary_file(&fff, file_name))
154 for (int i = 0; i < GINOU_TEMPMAX; i++) {
155 int skill_exp = creature_ptr->skill_exp[i];
156 fprintf(fff, "%-20s ", skill_name[i]);
157 if (skill_exp >= s_info[creature_ptr->pclass].s_max[i])
161 fprintf(fff, "%s", exp_level_str[(i == GINOU_RIDING) ? riding_exp_level(skill_exp) : weapon_exp_level(skill_exp)]);
163 fprintf(fff, " %d", skill_exp);
168 (void)show_file(creature_ptr, TRUE, file_name, _("技能の経験値", "Miscellaneous Proficiency"), 0, 0);