2 * @file status-first-page.c
3 * @brief キャラ基本情報及び技能値の表示
8 #include "view/status-first-page.h"
9 #include "artifact/fixed-art-types.h"
10 #include "combat/attack-power-table.h"
11 #include "combat/shoot.h"
12 #include "game-option/text-display-options.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "mutation/mutation-flag-types.h"
15 #include "object-enchant/special-object-flags.h"
16 #include "object-enchant/tr-types.h"
17 #include "object/object-flags.h"
18 #include "object/tval-types.h"
19 #include "perception/object-perception.h"
20 #include "player-base/player-class.h"
21 #include "player-info/equipment-info.h"
22 #include "player-info/monk-data-type.h"
23 #include "player-status/player-hand-types.h"
24 #include "player/player-status-flags.h"
25 #include "player/special-defense-types.h"
26 #include "sv-definition/sv-weapon-types.h"
27 #include "system/object-type-definition.h"
28 #include "system/player-type-definition.h"
29 #include "term/term-color-types.h"
30 #include "util/bit-flags-calculator.h"
31 #include "view/display-util.h"
33 static TERM_COLOR likert_color = TERM_WHITE;
37 * @param player_ptr プレイヤーへの参照ポインタ
38 * @param o_ptr 装備中の弓への参照ポインタ
40 * @param shot_frac 射撃速度
42 static void calc_shot_params(PlayerType *player_ptr, ItemEntity *o_ptr, int *shots, int *shot_frac)
44 if (o_ptr->k_idx == 0) {
48 ENERGY energy_fire = bow_energy(o_ptr->sval);
49 *shots = player_ptr->num_fire * 100;
50 *shot_frac = ((*shots) * 100 / energy_fire) % 100;
51 *shots = (*shots) / energy_fire;
52 if (!o_ptr->is_specific_artifact(FixedArtifactId::CRIMSON)) {
58 if (!PlayerClass(player_ptr).equals(PlayerClassType::ARCHER)) {
62 if (player_ptr->lev >= 10) {
65 if (player_ptr->lev >= 30) {
68 if (player_ptr->lev >= 45) {
74 * @brief 武器装備に制限のあるクラスで、直接攻撃のダメージを計算する
75 * @param player_ptr プレイヤーへの参照ポインタ
76 * @param hand 手 (利き手が0、反対の手が1…のはず)
77 * @param damage 直接攻撃のダメージ
78 * @param basedam 素手における直接攻撃のダメージ
79 * @param o_ptr 装備中の武器への参照ポインタ
80 * @return 利き手ならTRUE、反対の手ならFALSE
82 static bool calc_weapon_damage_limit(PlayerType *player_ptr, int hand, int *damage, int *basedam, ItemEntity *o_ptr)
84 PLAYER_LEVEL level = player_ptr->lev;
90 PlayerClass pc(player_ptr);
91 if (pc.equals(PlayerClassType::FORCETRAINER)) {
92 level = std::max<short>(1, level - 3);
95 if (pc.monk_stance_is(MonkStanceType::BYAKKO)) {
96 *basedam = monk_ave_damage[level][1];
97 } else if (pc.monk_stance_is(MonkStanceType::GENBU) || pc.monk_stance_is(MonkStanceType::SUZAKU)) {
98 *basedam = monk_ave_damage[level][2];
100 *basedam = monk_ave_damage[level][0];
103 damage[hand] += *basedam;
104 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) {
107 if (damage[hand] < 0) {
115 * @brief 片手あたりのダメージ量を計算する
116 * @param o_ptr 装備中の武器への参照ポインタ
118 * @param damage 直接攻撃のダメージ
119 * @param basedam 素手における直接攻撃のダメージ
120 * @return 素手ならFALSE、武器を持っていればTRUE
122 static bool calc_weapon_one_hand(ItemEntity *o_ptr, int hand, int *damage, int *basedam)
124 if (o_ptr->k_idx == 0) {
129 damage[hand] += *basedam;
130 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) {
134 if (damage[hand] < 0) {
142 * @brief ヴォーパル武器等によるダメージ強化
143 * @param player_ptr プレイヤーへの参照ポインタ
144 * @param o_ptr 装備中の武器への参照ポインタ
145 * @param basedam 素手における直接攻撃のダメージ
146 * @param flgs オブジェクトフラグ群
148 * @todo ヴォーパル計算処理が building-craft-weapon::compare_weapon_aux() と多重実装.
150 static int strengthen_basedam(PlayerType *player_ptr, ItemEntity *o_ptr, int basedam, const TrFlags &flgs)
152 const auto is_vorpal_blade = o_ptr->is_specific_artifact(FixedArtifactId::VORPAL_BLADE);
153 const auto is_chainsword = o_ptr->is_specific_artifact(FixedArtifactId::CHAINSWORD);
154 if (o_ptr->is_fully_known() && (is_vorpal_blade || is_chainsword)) {
158 } else if (flgs.has(TR_VORPAL)) {
159 /* vorpal flag only */
165 bool is_force = !PlayerClass(player_ptr).equals(PlayerClassType::SAMURAI);
166 is_force &= flgs.has(TR_FORCE_WEAPON);
167 is_force &= player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5);
169 basedam = basedam * 7 / 2;
176 * @brief 技能ランクの表示基準を定める
177 * Returns a "rating" of x depending on y
179 * @param y 技能値に対するランク基準比
181 static concptr likert(int x, int y)
183 static char dummy[20] = "", dummy2[20] = "";
184 memset(dummy, 0, strlen(dummy));
185 memset(dummy2, 0, strlen(dummy2));
190 if (show_actual_value) {
191 sprintf(dummy, "%3d-", x);
195 likert_color = TERM_L_DARK;
196 strcat(dummy, _("最低", "Very Bad"));
203 likert_color = TERM_RED;
204 strcat(dummy, _("悪い", "Bad"));
208 likert_color = TERM_L_RED;
209 strcat(dummy, _("劣る", "Poor"));
214 likert_color = TERM_ORANGE;
215 strcat(dummy, _("普通", "Fair"));
219 likert_color = TERM_YELLOW;
220 strcat(dummy, _("良い", "Good"));
224 likert_color = TERM_YELLOW;
225 strcat(dummy, _("大変良い", "Very Good"));
230 likert_color = TERM_L_GREEN;
231 strcat(dummy, _("卓越", "Excellent"));
239 likert_color = TERM_GREEN;
240 strcat(dummy, _("超越", "Superb"));
247 likert_color = TERM_BLUE;
248 strcat(dummy, _("英雄的", "Heroic"));
252 likert_color = TERM_VIOLET;
253 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
254 strcat(dummy, dummy2);
263 * @brief 弓+両手の武器それぞれについてダメージを計算する
264 * @param player_ptr プレイヤーへの参照ポインタ
265 * @param damage 直接攻撃のダメージ
268 static void calc_two_hands(PlayerType *player_ptr, int *damage, int *to_h)
271 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
273 for (int i = 0; i < 2; i++) {
275 damage[i] = player_ptr->dis_to_d[i] * 100;
276 PlayerClass pc(player_ptr);
277 if (pc.is_martial_arts_pro() && (empty_hands(player_ptr, true) & EMPTY_HAND_MAIN)) {
278 if (!calc_weapon_damage_limit(player_ptr, i, damage, &basedam, o_ptr)) {
285 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
286 if (!calc_weapon_one_hand(o_ptr, i, damage, &basedam)) {
291 bool poison_needle = false;
292 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) {
293 poison_needle = true;
295 if (o_ptr->is_known()) {
296 damage[i] += o_ptr->to_d * 100;
297 to_h[i] += o_ptr->to_h;
300 basedam = ((o_ptr->dd + player_ptr->to_dd[i]) * (o_ptr->ds + player_ptr->to_ds[i] + 1)) * 50;
301 auto flgs = object_flags_known(o_ptr);
303 bool impact = player_ptr->impact != 0;
304 basedam = calc_expect_crit(player_ptr, o_ptr->weight, to_h[i], basedam, player_ptr->dis_to_h[i], poison_needle, impact);
305 basedam = strengthen_basedam(player_ptr, o_ptr, basedam, flgs);
306 damage[i] += basedam;
307 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) {
317 * @brief キャラ基本情報及び技能値をメインウィンドウに表示する
318 * @param player_ptr プレイヤーへの参照ポインタ
319 * @param xthb 武器等を含めた最終命中率
322 * @param shot_frac 射撃速度
323 * @param display_player_one_line 1行表示用のコールバック関数
325 static void display_first_page(PlayerType *player_ptr, int xthb, int *damage, int shots, int shot_frac)
327 int xthn = player_ptr->skill_thn + (player_ptr->to_h_m * BTH_PLUS_ADJ);
330 if (player_ptr->muta.has(PlayerMutationType::HORNS)) {
333 if (player_ptr->muta.has(PlayerMutationType::SCOR_TAIL)) {
336 if (player_ptr->muta.has(PlayerMutationType::BEAK)) {
339 if (player_ptr->muta.has(PlayerMutationType::TRUNK)) {
342 if (player_ptr->muta.has(PlayerMutationType::TENTACLES)) {
346 int blows1 = can_attack_with_main_hand(player_ptr) ? player_ptr->num_blow[0] : 0;
347 int blows2 = can_attack_with_sub_hand(player_ptr) ? player_ptr->num_blow[1] : 0;
348 int xdis = player_ptr->skill_dis;
349 int xdev = player_ptr->skill_dev;
350 int xsav = player_ptr->skill_sav;
351 int xstl = player_ptr->skill_stl;
352 int xsrh = player_ptr->skill_srh;
353 int xfos = player_ptr->skill_fos;
354 int xdig = player_ptr->skill_dig;
356 concptr desc = likert(xthn, 12);
357 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
359 desc = likert(xthb, 12);
360 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
362 desc = likert(xsav, 7);
363 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
365 desc = likert((xstl > 0) ? xstl : -1, 1);
366 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
368 desc = likert(xfos, 6);
369 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
371 desc = likert(xsrh, 6);
372 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
374 desc = likert(xdis, 8);
375 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
377 desc = likert(xdev, 6);
378 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
380 desc = likert(xdev, 6);
381 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
383 desc = likert(xdig, 4);
384 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
387 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
389 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
392 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
394 if ((damage[0] + damage[1]) == 0) {
397 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
400 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
401 display_player_one_line(ENTRY_INFRA, format("%d feet", player_ptr->see_infra * 10), TERM_WHITE);
405 * @brief プレイヤーステータスの1ページ目各種詳細をまとめて表示する
406 * Prints ratings on certain abilities
407 * @param player_ptr プレイヤーへの参照ポインタ
408 * @param display_player_one_line 1行表示用のコールバック関数
410 * This code is "imitated" elsewhere to "dump" a character sheet.
412 void display_player_various(PlayerType *player_ptr)
415 o_ptr = &player_ptr->inventory_list[INVEN_BOW];
416 int tmp = player_ptr->to_h_b + o_ptr->to_h;
417 int xthb = player_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
420 calc_shot_params(player_ptr, o_ptr, &shots, &shot_frac);
424 calc_two_hands(player_ptr, damage, to_h);
425 display_first_page(player_ptr, xthb, damage, shots, shot_frac);